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About This Game

Banner art by Gianna Michèle Kaye. A game set in Middle-Earth between the events of the Hobbit and the Lord of the Rings.

Game System

The One Ring

Detailed Description

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(Art credit: Gianna Michèle Kaye)

‘It's a dangerous business, Frodo, going out your door. You step onto the road, and if you don't keep your feet, there's no knowing where you might be swept off to.’

 

It is the year 2950 of the Third Age. Smaug has been defeated and the battle of the Five Armies has been won. It is the dawn of a time of prosperity and hope. The dwarven kingdom of Erebor has been reclaimed; the descendants of Durin the Deathless are wealthier than ever before. Dale and lake-town have been rebuilt. Agents of King Bard are now roaming the Wilderland, eager to lead Men into a golden age. In the forests, the elves of the woodland realm can again venture deep into what once was Greenwood the Great, while the Woodmen see their holdings expand for the first time in centuries. To the west, Beorn the Skinchanger has abandoned his solitude, and now leads all sorts of brave, stout-hearted folk to patrol the Misty Mountains. Further to the west, the remarkable stories of Bilbo have spread throughout the Shire, inspiring many young hobbits. This is a time for trade, exploration, travelling and all sorts of adventure.

Yet the Shadow, although defeated, has not been truly vanquished. It still lingers in places where no elf or mortal dares set foot. The Enemy awaits in hiding, scheming his return… for if the Free Folks do not unite to hold back the Darkness, the Shadow is certain to grow stronger and envelop the whole of Wilderland.

 

The campaign

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(Art credit: Jon Hodgson)

This game started in 2016 on the original Myth-Weavers website (here). We've had three game masters, dozens of players and about ten adventures over the years. The game moves at a casual but consistent pace; most active participants are in it for the long haul.

We draw heavily from published material, especially from The One Ring (1st edition). In particular, we have ran adventures from Tales from Wilderland, The Darkening of Mirkwood, fan-made content or our own homebrew creations. For a list of our adventures thus far, click here.

 

The setting

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(Art credit: Jeff Murray)

This is Middle-Earth in the twilight years of the Third Age. In particular, the game has so far focused in Wilderland (Rhovanion), though there are plans to potentially expand to other regions as we progress along the Tale of the Years.

The tale begins at 2946 T.A., five years following the death of Smaug and the Battle of the Five Armies. These are the last good years for the peoples of Wilderland; they are not fated to last for long. We are currently in 2950 T.A.

 

Tone and mood

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(Art credit: Jon Hodgson)

This is, first and foremost, a game of grounded fantasy. Player characters are not great heroes (at least not to begin with). They are normal peoples with normal lives, thrust into situations that are greater than them. While the game is not necessarily always grim or dark, those aspects are certainly present, and the tone is for the most part serious.

The world itself is also low-magic (or at least, low overt magic), as befits the Third Age of Middle-Earth.

 

The systems

Initially, the game used The One Ring (1st edition) rules. More recently, we have been experimenting with Ironsworn as well as the second edition of The One Ring. The plan is to employ additional systems and subsystems to run side-stories, with mechanics carefully selected to reinforce the mood of particular narrative arcs. 

Familiarity with the mechanics is not a requirement. We are a friendly bunch, and happy to teach them to anyone interested in the game. Similarly, ownership of the rulebooks is not required.

  1. What's new in this game
  2. Fair enough, I guess he could just chill if the others are doing all the work :)
  3. Idunn of Firienseld [Mom: 2 (10/2) | Health: 5 | Spirit: 3 | Supply: 3 | Uthred: 3 | Band strength: 4 | Fails: 13] Throughout the entirety of their return, the huntress stayed focused. They had already witnessed the perils of Mirkwood, especially here, in its deepest and darkest parts. Even though they were moving away from Dol Guldur, that could not guarantee that they would not stumble upon orcs or spiders or other evils. And though their journey proved uneventful, she did not let down her guard, not even when they emerged out of the forest and into the Vales. She hid her other thoughts well, but the company's discoveries troubled her. The possibility of treachery had never crossed her mind, for who of her peoples would ever do something as foolish as to align themselves with the Necromancer? They all knew the tales of terror about the deep and lightless pits of Dol Guldur. Perhaps, if it had been a Lake-Towner, it could have been someone naive or stupid, someone who, living far from the fortress, knew little of it. But Lake-Town was a great city: even if the traitor still lived, finding him would be like seeking a needle in a haystack. Maybe Mogdred would know something. She had no wish to return to Tyrant's Hill, but Mogdred had been in the dungeons of Dol Guldur; perhaps he had seen things or heard rumours. It would make sense if the traitor had been a prisoner once. As soon as they set foot in Rhosgobel, she sought out Banna, Radagast's young scout. The sparrow-as the Brown Wizard was so fond of calling her-had accompanied the others, and she quickly learned from her everything that there was to know about their journey. They had not yet returned... but that was not surprising, given the longer distances involved in their mission. She confided in Radagast her thoughts about their findings, and she sought to write her friends a letter-one to be carried by Radagast's feathered friends. OOC Ok, so mechanically... let's Advance and purchase Wildblood II for 2 XP, to represent her growing experience and skills in the forest. 1 XP is left to bank. Then, let her try to Forge a bond with Radagast as the two spend time discussing at length. I think for this we can get re-rolls given that we've just completed his quest. Edit: Ok, so after re-rolls... it's a 5+1=6 vs. a 4, 4... strong hit with match. Marking the bond and taking +2 momentum. Stats updated. Next, let her try to Forge a bond with her warband. No re-rolls allowed for that one... Edit 2: Yeah, no... but I'll burn her momentum to make it a strong hit and take the +1 spirit. Stats updated!
  4. Upon sighting Rhosgobel, Bróin's worn and wearied spirit was invigorated just enough to carry him the rest of the way to the Woodman's holdfast. Only once inside the walls did the dwarf summarily fall onto his side while Vara circled about him, laughing and cawing. Once the others had caught up and helped Bróin up to his feet, the company convened in the Great Hall to regale the Wood-men with tales of their journey (or rather the parts Radagast felt could - or should - be told). What followed was several days of rest and recuperation for Bróin and his comrades; Bróin himself received a great deal of trade goods in recompense for his service to the Brown Wizard and the people of Rhosgobel. He also secures the elvish blade uncovered in the High Keep. The elves would pay good coin for the return of such a weapon, but so would the Men of Dale or even his kin in Erebor. An auction perhaps? Something to mull over. It is during one such day that Bróin speaks on some of the information they uncovered in Dol Guldur. "I am not without friends amongst the Men of Dale and Laketown. Given time I am confident I can find our traitor. The question then becomes what should be done with such a person: execution? Exile? Or might they be bent to our advantage? A double agent perhaps, to appraise us of the Enemy's movements, or even feed them false information." OOC Current Momentum: +10 Vara's Health: 2/2 Alrighty! So that's +4 Wealth for having completed the Quest which - thanks to the sack of silver pennies - brings Bróin up to +5 Wealth. Think I'll hold onto two of those Experience Points for later.
  5. Does Dahr-Ol need to roll for the River option? He's basically laying down in the boat. Obviously, if we take the mountain hike he will be active.
  6. After some discussions, the company decided not to linger on Traders' Isle. There was little left for them here, and both Dahr-Ol and Elfwyn would be sure to benefit from resting in a safe haven. Stonyford was the one closest; a village of the Beornings, and home to both Dahr-Ol and Elfwyn. It lay upriver, and in the same general direction as Mountain-Hall. The company could rest there, as the folk of Stonyford still remembered how they had fought against Valter and his bandits, holding them off long enough for Beorn to arrive on the field and route them. There was only one possible downside: Radagast had counselled for secrecy, and by arriving in Stonyford with such wounds, the company was bound to invite questions and give rise to rumors. The other option was Mountain-Hall, which they had only recently departed from. Assuming that the mountain-goblin incursions had been dealt with, the Woodmen village could serve as an excellent sanctuary-but it lay further along the Vales, to the west, along a long hike up the foothills of the Misty Mountains. OOC raises a good point-you could also go to Stonyford, where you should be welcomed. So I leave it up to you to decide. I've attached the old map which shows your initial route; since the company is in Traders' Isle already, you are looking at only an upriver boat-journey towards the lands around Stonyford and then (potentially) a march up the Misty Mountains, if you head for Mountain-Hall. The river-journey is an Athletics check (TN 14); the march up the mountains (assuming you go that way) is a Travel check (TN 14). Both receive a free Attribute bonus (+Body/Favored Body or +Heart/Favored Heart respectively), since you are just repeating a journey you have recently done. Please include both rolls in your post and add (either in the IC or an OOC box) your PC's preference-Stonyford or Mountain-Hall. I'll go with the majority (and if the final decision is for Stonyford, I will disregard the Travel rolls). Good luck!
  7. Dahr-Ol of the Beornings Dahr-Ol sat up grimacing as he shifted the bandages over his injuries. "We've confirmed that Uruks from Mordor are present. And we can find our landing spot again so that a future force, or even the wizard himself could attack the Dwimmerhorn. That was the essence of our mission. You could leave Elfwynn and I at the base of the stairs to Mountain Home. Game and fish from the stream should be in sufficient supply." He ended his suggestion as a fit of coughing started. But it was not so long or so heavy as previous fits. Axe stats: Damage 9/Edge 10/Injury 20 Elfwynn nodded at Dahr-Ol's suggestion. "While my arm is slow to heal, rabbits are not so ferocious. We have survived longer with less to eat. With a week's rest we could make for Stonyford afterwards. His mother would be pleased for him to visit and certainly could help tend his wounds."
  8. That first day at Traders' isle passed in peace. There was a haunting quality to this place, once so full of colorful tents and peoples and loud voices. This was more apparent to those that had set foot in times prior: Ernstyr and Gramtyng, Belgo and Magric. Who could tell if the river-folk were ever destined to return to it? Still, a monument for Walar was raised. If his peoples ever came back, they would remember him. Perhaps a song in the distant Shire would bring to mind the memories and feelings experienced in this place, if Cecil were to return there-and hold onto such things from his journeys. By the shore, Ernstyr tender to Elfwyn's wound. It had at first seemed minor compared to Dahr-Ol's-a gash on the spear-bearing forearm, which her shield had failed to protect against. Now, three days after the orc encounter in the marshes, her wound still remained open, stubbornly refusing any treatment. Still-the Woodman tried; it was all he could do. OOC I need to know what the company will do next-remain here until Dahr-Ol is fully healed (so, for 26 days) or return to Mountain-Hall (a journey of about a week, I think) and decide what to do from there (perhaps eventually returning to the marshes). that Healing roll is a failure, which means that Elfwyn will retain her injury until the end of the adventure. Mechanically, she is in no danger of dying (though narratively the PCs should not know that) but she will no longer grant any advantages to Dahr-Ol until the end of the adventure, when she recovers. You can, however-if you want-spend a point of Hope (or Fellowship, or Courage-it's your choice) to add your Favored Heart rating (+6) to the result (10), just barely making the TN (16). This would make Ernstyr's attempts at Healing succesful. The choice is yours, but do let me know if you decide to burn the point of Hope (or Fellowship, or Courage). Saving it is also fine!
  9. Epilogue: Return to Rhosgobel Location: Rhosgobel Time: Morning. Thirty-one days after initially setting out from Rhosgobel They fled with speed through the same path they had followed. Before long, they were out of the High Keep, and past the inner gate. None seemed to follow them. Yet they kept their brisk pace, and before long they found themselves over the great bridge and through the moathouse. They had escaped the depths of Dol Guldur, and done so with what evidence they had been able to unearth from the library. Having narrowly escaped greater perils, even Radagast was reluctant to return for a second look. They would have to be content with what they had learned, which the Brown Wizard made plain to them after safety had been secured. There must have been a traitor in Lake-Town, in times past, before Smaug fell upon it and burned it to cinders. Someone in a position of power: for who else could have provided that intricate map? One thing remained yet: the scroll that Tarric had found resting in his hand, moments before he was forced to flee. As he unrolled it, new things were revealed. There, in the Common Tongue, were outlined the reports of scouting missions into the Vales of the Anduin and beyond, with detailed information about the various fortified homesteads of the menfolk that dwelled there, and all the villages of the Woodmen. Even Beorn's name was mentioned, though these reports were, once again, at least a decade old: before the Battle of the Five Armies, and before Beorn was raised by his peers to be a leader of Men. More traitors then, and more spies... or was this the same one? Did they live yet? Were they a Lake-towner, perhaps? And had they survived the destruction of that city by the dragon? And why was the library unsealed just now, only a few days before the company had arrived? Clearly, the Necromanced had not intended this-the locked door, strengthened with steel, testified to this. Could it be the dead man that Tarric had found? And if so, why had he returned? They pondered such questions throughout their return. Radagast led them, with counsel from the birds of the forest. He chose for them a different path, cutting through the darkest woods of Southern Mirkwood to emerge into the east Nether Vales a week later. That was the most grueling part of their homeward journey, but it came with advantages: in avoiding Fenbridge and Tyrant's Hill, they had no further ill encounters with either orcs or Mogdred's men. The forest opposed them, much like before, but Radagast was well-suited to pathfinding, and they emerged weary but unharmed on the eaves. From there, they skirted around the edges of Mirkwood, heading a hundred miles northward bound to Rhosgobel. It was mid-summer when the great hedge of the wizard's abode came into full view. At long last, they had found their way home. OOC Art: The One Ring, 1st edition. I've fast-forwarded us to the Epilogue, so please feel free to include a closing post for your PC, if you want to. Moves like Advance and/or Forge a Bond (or maybe multiple ones) can be made individually. We can also Sojourn here, in which case one of us should make the move (this will help Tarric get rid of his Shaken status). Additionally, other narrative lose ends (like Broin's treasure reward) can be covered, if you want. I'll provide a post from Idunn's POV in the next few days, and set us up narratively in a position to follow this adventure with a bit of Ironsworn: Reign. This latter one (Reign) will probably come later-after a few weeks' break-and I may discuss some things OOC with you to set up the details. Good luck and have fun spending that XP!
  10. I think I came in after the start because if I've played with Dramacydle at all, it was a short lived Warhammer 40K game, I think.
  11. Dramacydle started it around early summer 2016. So it'll be 8 years old soon!
  12. The Stargate campaign was a long one. With numerous PC switches. Then there was the quickie A-team game via Discord for the COVID era Mythweavers Meet up, if Memory serves. But, this campaign might have been underway already?
  13. I think we started that game just prior to COVID, but I can't be sure because OGMW is not taking my old login. I probably forgot the password. But I've been gaming on the weave with Eric and that circle of friends since 2018 I think. That game has taken some long hiatuses. As did our Stargate game prior to it.
  14. Something told me it might be it! How many years have you been in that one for?
  15. Cool cool! Looks like it's Ironsworn: Reign FTW then. It'll probably be a shorter story, mostly improvised, and no ETA yet... but I have some ideas on how to tie it in as I've already given the matter some thought... I'll keep everyone posted! Here or on the Discord or (most likely) in both places!
  16. Ironsworn: Reign is really jumping out at me. I always felt like Bróin's true calling was in Kingmaker 😁. The winter-survival game by contrast is less of a draw. Outside of those I'm happy to transfer Bróin over to TOR 1e as well - I kinda have him built already, as he'd initially been made while I was toying around with the system.
  17. Cool cool! I get it now. I think some folks in the Ironsworn community have also done this kind of probability analysis-I'll see if I can find it later. But the numbers sound about right! I'll wait for Maester to pitch in and then I can give more details in the preferred option(s). We could also split the party here (e.g., if Maester is interested in TOR) so folks shouldn't feel to constrained by others' preferences. I'll make it work!
  18. (regarding 60% fail comment) Oh, I hadn't even been thinking of Tarric specifically, I was just thinking back to some Ironsworn stats I generated once upon a time for fun, to see if different ability spreads would give different results. And admittedly, I was mentally including Weak Hits as fails, since they usually have some negative results attached, especially thanks to my tendency to torment my characters. I couldn't find my previous worksheet, but now I'm curious again so I went back and did some partial maths again if you have any interest -- -- but basically, even using a stat with +3, you'll only Strong Hit 33% of the time (and Weak Hit 44% heh). Interestingly, if you wanted a character that would Strong Hit at least 50% of the time in their chosen stat, they'd need a +5 on that stat. So what this is actually telling me is that I need to ease up a bit on the Weak Hit punishments, heh. No real meaning or intention with the figures there, I just enjoy messing around with numbers when they're provided. xDD I think all in all, Ironsworn picked a good range for their standard stats. --------------------- Anyway! Of the ideas listed above I think I'd be most interested in #4 or #5, though given the grim sound of #4, perhaps if we went that route we'd need to make up some characters/location we're less attached to, heh. (e.g. not Olwinne dying, nooooooo). But yeah whether we help Rhosgobel or one of the other Woodmen towns recover after various events, or build up some place new (refugee town, new fortified staging point against whatever is coming for Laketown, etc), could be interesting.
  19. I think you just hit a spot of really bad luck with Tarric ; statistically, I don't think the fail rate should be 60% with a +3. I hope it improves a bit as we move forward! Ok, so I am also happy with a bit of a break for now, but here's some ideas going forward. Do let me know which sound most exciting to you; we don't have to do them actually but these are the ones that excite me the most. There's actually a ton of material in The Darkening of Mirkwood and other The One Ring 1st edition supplements so we could continue with those. They're pretty easy to adapt to Ironsworn. But I am not as keen on those, at least for the time being: having played through these two adventures (Words of the Wise & Secrets Buried), I feel like (a) it takes a lot of time-at least 1 year in real life-to finish them, so they're a big commitment and (b) it's less satisfying to me when the potential outcome(s) are more or less known, because these adventures are pre-written. So right now I think I'd skip those, but I could return to them on a later date. We could also create our own adventures on the fly (in true sandbox Ironsworn fashion) by pursuing goals such as altering the situation at the Toft (it was vaguely mentioned in the beginning of this adventure). For some things like that, there's very little in the TOR books, so we have more freedom. But again, it's a big commitment in terms of time and effort so I don't want to do it right now. This depends on how you feel about The One Ring 1st edition, but I could merge the two groups if we could convert our Ironsworn characters to TOR. For this, I think I'd let Idunn go somewhere else (as I don't want her to be GMPC). There's a but the system is a bit different from Ironsworn-more crunchy I think, though not by a huge lot. It's not free, but it's mostly intuitive, and I am happy to teach it if need be. For many years I've been itching to try playing , a winter village survival mini-game (almost like a board game) where the PC(s) help a small community endure a harsh winter. I hesitate to suggest it because I've tried it before, with another group of players, with mixed results. But I like it and I really want to try it again-solo it if need be. The rules are simple though and I'd be happy to teach them if others are interested. Though I need to warn anyone curious that it may feel a bit too repetitive in its mechanics (like a board game) and it's a bit on the grimdark side (PCs can't die but NPCs may end up dropping like flies). Similarly, I've been curious to try , a free, fan-made settlement builder/management expansion for Ironsworn. I've already read a couple of those and Reign's mechanics seem the most polished and well-thought out. Maybe Tarric & Bróin & Idunn & co help raise a village; it could serve as a brief palate cleanser between adventures without being too much of a commitment in time/effort, and allow us to check the Reign rules in play. I'm also open to other suggestions and ideas-and if someone wants to take a more active lead in this, I'm good with it!
  20. I'll echo Maester, I think you did a great job of integrating One Ring/LOTR and Ironsworn elements! I like Ironsworn generally as a system, very simple to use and pick up, but man that 60% fail rate on the dice even with our best stat, lol. Though it's mostly tough because it's hard to dial back on our own characters, I think. xDD At any rate I can see why you might want to try a different system. I'm cautious about that but I guess it would depend what the new system might be/how accessible (and free, lol) it is. RL has gotten more complicated lately so I would not be averse to a bit of break while things are figured out. But I could certainly chime in with various two-cents here and there, wherever you wanted input (to the best of my ability, not being a LOTR expert, etc xD)
  21. Ernstyr nodded slowly throughout the tale. His attention was focused on binding wounds, checking dressings, and ensuring festering rot would not seep in from the swamps to his companions' wounds. His eyes are full of doubt. "It is a fine tale of distant deeds and shadow's treachery. But regardless of whether the orcs will come or no, it could be weeks before Dahr-Ol is fit to fight again. We are not supplied to wait out his healing here." Tying off a clean cloth upon Elfwynn's wound, he nodded in satisfaction. While he could not himself avenge Walar today, let alone the mythic Isildúr, he could do his best to keep the company alive so that tomorrow might afford such a chance.
  22. As time passed on the island and Dahr-Ol's wounds healed, Barin recalled Elfwynn's words: "The orcs drove the river folk from this isle. We should not consider it a long term refuge. The sorcerers often tell a tale about this river. They claim to have slain a mighty king of men who fled a battle. I've no idea how true it is. The orcs will fear the reaving we did. But their masters will desire to relive an old glory." The following evening as the company settled around the fire he recounted what he knew of that tale... "You mentioned the tale of Isildúr." He began, directing his gaze to the Northlander. "Few of the folk of men recall the details of the tale in this age, outside those wise souls entrusted with the keeping of histories. But we Dwarves, have longer memories." Lowering his voice, forcing all to lean in and listen to his tale, he began... "Isildúr was indeed a great king of men - ruling over the kingdoms of Gondor in the South and Arnor to the West." With a nod to Cecil he added, "In fact, your homelands were under his rule master Hobbit." "As the tales recall, Isildúr and his company were making their way to visit the house of Elrond on the far side of the mountains and were beset by Orcs on the trek northwards, near what we know today as the Gladden fields. The histories tell that the menfolk were vastly outnumbered, but staged a valiant defense, repelling the Orcs with their shield wall tactics but alas, the foul creatures regrouped and came again under the cover of darkness and slaughtered the company to a man. Isildúr however, managed somehow to evade the attack - some say that he was advised to leave his men and attempt escape before the Orcs came back, others that, heartbroken at the death of his son he fled the battle. Whatever the truth of that tale, he made it to the river, but the swift current carried him back down the river towards the marshes he was attempting to escape, and espied by Orc scouts, was slain by their archers." Barin took a moment's pause to draw on the stem of his pipe and take a mouthful of water from his flask before addressing his next comment back to Elfwynn. "Whatever the truth of the matter, you are right - the Orcs will be incensed enough to give chase once they realise what has occurred within the marshes, but I doubt they will be of sufficient mind to come this far up the river and cross to this isle. Even their overseers are simple enough creatures that if there is no immediate chance of battle they'll quickly lose interest, and have no real taste for histories. Especially ones that occurred thousands of years ago, so I think we're safe enough here for now. We will, however, need to exercise caution should we return that way to complete our mission." OOC Using folklore to recount an abridged tale of Isildúr's fate at the Gladden fields...
  23. Cecil Brandybuck Dahr-Ol's words brought a bit of color back in Cecil's cheeks. He was a good man, despite his recklessness. Whatever their fate - no matter what was won or lost or the mistakes made - they would be done amongst friends. Elfwynn's words did much, however, to reverse his spirits. "He will not be avenged until whatever brought those things here is destroyed or... driven away. From here and from Mountain Hall and wherever else they are crawling." He looked away. "Nothing living can be that cruel without a reason. Even spiders and wolves eat. I just don't understand." After a moment, he stood up with an open hand and a terse smile. "Let's find Gramtyng."
  24. I liked it! It establishes a future conflict between the two without dominating the entire undetaking.
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