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Adventures In Middle Earth - Game Concepts.

Posted by Gandalf The GreyFor group 0
Gandalf The Grey
GM, 6 posts
The Grey Pilgrim
Mon 30 Oct 2017
at 04:05
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Adventures In Middle Earth - Game Concepts

An Overview

Middle-earth is a setting with enormous depth, rich in history. It has its own atmosphere, its own set of influences and its own internal logic. To help bring this world to life Adventures In Middle Earth (AIME) uses additional rules to the standard D&D5E ones which highlight and reinforce the themes found in the books.

A Middle-earth adventure should not feel the same as any other run-of-the-mill fantasy adventure. Players are invited to embrace those things which make Middle-earth so wondrous a place in which to adventure, and discover a way to play that creates stories that satisfyingly evoke a Middle-earth feel.

Game Rules

AIME by and large uses D&D5E rules, but has the following additional elements:

Journeys

"They went on again, always on and on with only brief halts."

Long quests and journeys over many leagues are a vital component of The Hobbit and The Lord of the Rings, and so journeys are an important aspect of Adventures in Middle-earth. Where many fantasy adventures may start at the dungeon door, in Middle-earth the journey itself can often be the adventure.

The journey rules specific to AIME (we’ll come to these quite quickly in the game and I’ll take your through them in detail then) describe how to plan an expedition across Middle-earth, and give you tools to create the evocative stories that happen along the way. These journey rules are designed to reflect the significance of travel in stories set in Middle-earth.

Corruption

"It is by our own folly that the Enemy will defeat us!" cried Boromir.

Adventures in Middle-earth does not use the alignment system. All Player-heroes are assumed to be heroes – perhaps reluctant, perhaps ill-favoured and foul-looking, perhaps suspicious or haughty but heroes all the same. Heroes try to do good, but must contend with their own fears and failings. Therefore, all Player-heroes in Adventures in Middle-earth have a Shadow Weakness – a failing in their character that the Shadow seeks to exploit.

A character’s Shadow Weakness is determined by their starting character class. Player-heroes accumulate Shadow Points against their Wisdom ability score. Shadow Points directly represent the heavy burden of the fight against the Great Enemy. They are acquired by witnessing too much sorrow, travelling through blighted areas, claiming tainted treasure, and worst of all, openly embracing the ways of the Shadow by committing Misdeeds.

When a hero’s Shadow Points exceed their Wisdom, they become subject to the Miserable condition and are in danger of falling into madness for a time, which causes the worst aspects of the character, according to their Shadow Weakness, to come out. If they cannot overcome their darker impulses, their Shadow Weakness determines the ruinous path into corruption they take as they fall deeper into shadow.

Audiences

"You will meet many foes, some open, and some disguised; and you will find friends upon your way, when you least look for it."

In Middle-earth, strangers are often mistrusted, and the various Free Folk are divided by suspicion as well as the long miles between them.

Adventurers are not free to simply come and go as they please, taking whatever they wish, or treating with kings as equals. They may well be treated as outsiders – or worse, brigands – if they arrive unannounced at a king’s hall. So it is that AIME has rules that are used to adjudicate such encounters. Audiences are designed to evoke the structured societies of Middle-earth.

Fellowship Phase

"Well, I’m back," he said."

Most games of Adventures in Middle-earth presume one or two adventures a year – “The Adventuring Phase”. When the adventuring is done, characters are given time between their travels to recover for a while, spending time with loved ones, looking after a business, or pursing their own interests. This time between adventures is referred to as the Fellowship phase, and characters may perform various undertakings during it – learning new abilities, removing Corruption, or establishing powerful patrons as allies.

The Fellowship phase is designed to evoke the storybook atmosphere of Middle-earth.

The Shadow

What your characters know:

The darkest legends of all folks living in the Northwest of Middle-earth speak of an evil power, an age-old Enemy whose greatest desire is to cover all the lands in darkness. Ancient beyond reckoning, this Shadow has taken many shapes, always in the attempt to conquer and consume all who opposed it. It suffered many defeats at the hands of valiant kings and the Powers of the world themselves, only to rise again in a new guise.

Almost two-thousand years ago, this Shadow entered Greenwood the Great, the forest of Wilderland. It secretly crept around a naked hill in the south, and built Dol Guldur, the Hill of Sorcery. From there, the darkness spread under the eaves of the forest, slowly turning it into a place of horror and dread. Many animals fled, leaving behind them an eerie silence, while other creatures crept in, as though heeding the call of a dark master: Orcs and giant spiders began to multiply, threatening all who entered or lived near the Forest.

The folks who called the wild wood their home suffered greatly, and soon forgot the beauty of Greenwood the Great, renaming it Mirkwood. Among them, the Silvan Elves and the Woodmen living along its western borders endured to this day, but not without much strife. The Elves retreated to their fortress underground beyond the mountain range that crosses the forest in the north, while the Woodmen learnt to survive in small groups to escape the Shadow’s notice. They started to refer to the dark presence occupying Dol Guldur as the Necromancer, failing to recognise it as the ancient Enemy.

Some years ago, a council of the Wise resolved to chase away the Shadow in the Forest once and for all. Powerful lords gathered their strength, and the Shadow fled to the East. The Forest finally knew a moment of respite, but the darkness of Mirkwood is now centuries old, and its hold on the forest’s deepest recesses is still strong. It will take many years for the Free Folks of the North to reclaim and cleanse the wood in its entirety, and only if the Shadow is kept away.
Gandalf The Grey
GM, 7 posts
The Grey Pilgrim
Mon 30 Oct 2017
at 04:08
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Adventures In Middle Earth - Game Concepts

Magic In Middle Earth

There is little in the way of blatant, showy magic in Middle-earth, nor do the divine powers who watch over the world grant spells or blessings to their adherents as a matter of course.

While there is a supernatural component to Middle-earth, it is much more subtle and hidden than in other fantasy settings.

Any magic you character may have (either as an ability or in an item, etc) is listed on your character sheets. More items or abilities may follow as the game progresses and Player-heroes see an advance in their level, but regularly casting fireballs, etc is never going to happen!
Gandalf The Grey
GM, 8 posts
The Grey Pilgrim
Mon 30 Oct 2017
at 04:10
  • msg #3

Adventures In Middle Earth - Game Concepts

Money

In the North, for many years barter was the rule. Small settlements traded their labour and the goods they produced for whatever they needed from their neighbours, with what small coins they had going to the occasional travelling pedlar for what they could not make themselves. The only coins in circulation in Wilderland came then almost entirely from the Kingdom under the Mountain before the coming of Smaug.

With the re-emergence of Dale and Erebor, along with the rebuilt Lake-town, commerce has returned in earnest and new currency has begun to circulate once more, especially along the most used trade routes. The coins most often exchanged generally fall into three (broad) categories: gold pieces, silver pennies and copper coins.

Gold pieces are very valuable and relatively rare. The majority found in the North come from the Lonely Mountain. Indeed, older coins near invariably come from the Dragon’s treasure and many people have shown some propensity to hoard them and secret them away. King Dáin ordered portions of Smaug’s hoard smelted and minted anew, meaning there are new gold pieces about bearing the Ironfoot’s grim visage, but so vast was the wealth of Erebor that it simply wasn’t practical to try to render the entire hoard down.

Silver pennies are the most common currency of the North, in use from the streets of Dale to the inns of the Shire. Silver coins from Erebor and Dale of old were used throughout the Anduin Vales and in Esgaroth throughout the Dragon’s ‘reign’, and new silver pennies flow from the Lonely Mountain regularly now. Indeed, most other folk say (quietly, out of the earshot of Dwarves) that Durin’s folk are far more willing to part with silver, than gold.

Copper coins have the least worth. Many aren’t even properly struck coins, just bits of vaguely circular copper. A decent meal and a mug of ale can be had for a few coppers.

Exchange
1 gold piece = 20 silver pennies
1 silver penny = 12 copper coins
1 gold piece = 240 copper coins

In the following equipment sections, the various coins are abbreviated so:

gold piece = (g), silver penny = (s), copper coin = (c).

While coins are how most monetary transactions take place, gem stones of various size and type are frequently used if particularly large sums are involved. The jewelry smiths of the North have long produced beautiful work and with the new wealth arising in parts of Wilderland, they are hard at work once more.
Gandalf The Grey
GM, 118 posts
The Grey Pilgrim
Sat 20 May 2023
at 00:05
  • msg #4

Adventures In Middle Earth - Game Concepts

The roads leading to Bree come from many different directions, each with their own tales. However their threads nonetheless intertwine in this place. On more than one occasion, this intersection of threads has acted as the jumping point for many important events in Middle-Earth’s history, not that the locals would be equipped to tell you which, however. You are all travel weary, several of you having faced sweltering sun, flippant rains, and long nights on the road, but your arrival in the town of Bree manages to raise your spirits, knowing that the road is behind you for now.

Once beyond the gates, you notice a plethora of people all going about their lives, guards walk through the square, using their spears as walking sticks, peddlers stand at market stalls where they sell produce, homemade goods, and other everyday items. The town appears full to the brim with men and hobbits from near and far all on their own personal errands.

The main road from the square branches off to the north, south, and west, and all along it are a collection of streets and alleyways that lead into Bree-hill, where many of the town’s hobbits are known to make their homes. In the main square, a number of signs hang from the sides of buildings, denoting shops such as a clothier’s and a blacksmith, though most of the other shops don’t seem to furnish any items that might be considered useful to the adventuring sort.

It is here that your group meets face-to-face for the first time, all seeming to be lost in the bustle of the village, not sure from where the next leg of your journey will present itself.
Adalgar’s Clothier
Not far from the Prancing Pony is a modest looking shop run by the hobbit Adalgar Oldbank. Adalgar is fairly well dressed in custom tailored clothing, and wears a green vest. Rather young to be running a store, it was left to him when his father passed on. Now he makes a living buying and selling light armors, clothing, and other textiles.
The party can purchase the following from Adalgar:
Clothes, Common - 100 Copper
Clothes, Fine - 10 Silver
Cloths, Spring & Summer Traveller’s - 2 Silver
Clothes, Fall & Winter Traveller’s - 5 Silver
Leather Jerkin - 10 Silver
Leather Corslet - 45 Silver
Arrows (20) - 1 Silver
Asking Adalgar about the rangers will get the following reply “I don’t often deal much with the big folk, though I do like those rangers that come into town. They always bring such fascinating news from all over. I forget how it started now, but I’ve been known to put together a few bundles of arrows for the rangers when they’re in town- Now that I mention it, however, one of the rangers, Hador, was supposed to pick up some arrows yesterday, but never did. Rangers are usually never late…”

Side Quest: If the party makes mention that they’re traveling to Sarn Ford, Adalgar will ask them to take two quivers full of arrows and deliver them to Hador, since he’s late picking them up and has already paid them off.
The Blacksmith

Sitting behind an anvil, hammering away, is a man named Elmund Brushwood. Elmund is a middle-aged man with a dry, bushy beard, wearing a long, white, unfastened coif that is as stained as his well worn blacksmith’s clothes. Elmund is no stranger to weapon making, but doesn’t get much call for it outside the occasional visit from traveling dwarves or visiting rangers.
The party can purchase the following from Elmund.
Dagger - 2 Silver
Hand-Axe - 5 Silver
Hammer - 2 Silver
Spear - 3 Silver
Axe - 10 Silver
Short Sword - 10 Silver
Broadsword - 30 Silver
Sling Bullets (20) - 10 Copper
Shield - 10 Silver
Manacles - 2 Silver
Pot, Iron - 2 Silver
Spikes, Iron (10) - 1 Silver
Travel Pots & Pans - 50 Copper
Whetstone - 3 Copper
Asking Elmund about the rangers will get the following reply “I know a few rangers stationed at Sarn Ford about two days from here. Though come to think of it, I haven’t seen them back in a few days now. Course those ranger folk are always sticking to the shadows, ya know.”
Noticing the dwarf in the party, Elmund would ask them to rate some of their wares, and how they might improve upon their technique, should the dwarf be so willing to share such information with him. A DC 10 Investigation Check from a Dwarf discerns that the blacksmith’s creations are at least above average, considering the somewhat backwater state of Bree.)
The Prancing Pony
Through an archway that interrupts a row of buildings near the square, lies a somewhat secluded innyard with a sign for the Prancing Pony hanging at it’s entrance. The innyard itself acts as a staging area for the adjoined stable, where Bob the ostler cares for the horses, while a small set of stairs leads up and into the inn proper.

As you walk through the entrance to The Prancing Pony, you’re met with a long hallway flanked on your left and right by two large wooden doors. Almost as soon as you enter, a hobbit barges through the door on the right, balancing a tray of meals and drinks which clatter about with every step. He spares you only a glance before opening the door to your left with his shoulder, causing what was previously muffled conversation to climb to a raucous wall of banter and cheers. You’d wager that the room to your left must be the common room, and that heading further down the hall must lead to the bedrooms. A smell of freshly baked bread and warm stew fills your noses as you shake the September chill from your bodies.
In the common room at The Prancing Pony, Barliman Butterbur and his general servant Bob seem to run a tight ship. There are several spots open when the party arrives, either at the bar itself, or at one of the tables near the back of the room. Regardless of where they sit, Barliman will approach. He will say “Welcom’ to The Prancin’ Poney, strangers! If ye’s be needing a drink, just give a shout to ol’ Nob who’s scootin’ about the place. Longs as ye’ can sees him in the crowd, hahaha!” Noting that there have been several more elves that have passed through recently, he’ll turn his attention to the Elf and say “Been seeing more a’ you folks around a’ late. Ain’t seen ‘em come round ‘ere with the likes a’ men and dwarves though. You off to the coast like the rest a’ yer kin?” After some conversation, Barliman will offer them food and drink:
Bread And Butter - 3 Copper
Hot Beef And Vegetable Stew - 6 Copper
Ripe Eriador Cheese - 4 Copper
Salted Beef - 10 Copper
Blackberry Tart - 4 Copper
Bree-land Ale - 3 Copper
Butterbur Beer - 5 Copper
After their meal, one of the party members will eventually notice a hooded figure at the back of the common room that seems to have been keeping a close watch on them. A DC 14 Perception Check will confirm that although acting inconspicuously, the hooded figure has near constant gaze on the party.

If no one chooses to approach him, he will approach them once the common room has calmed down for the night. Aragorn will say “It is not all too often that a group such as yourself travels together. Surely you are not simply in Bree for the beer.” He will continue to cautiously prod at the party, not initially alluding to who he is beyond “Strider”. The party can either present him with information that would invariably prove they are on the side of good, or they can succeed on a DC 15 Persuasion Check to convince him.
Once Aragorn is thoroughly satisfied that the party are not servants of the enemy, he will converse with them about the following information. “Perhaps you can be trusted after all- And perhaps you could help me in a pressing matter…” he pauses for a moment and sits down at the table if he wasn’t already seated before he continues. “There are riders from the south garbed in black, it is a matter of importance that you tell me if any of you have seen such travellers.”

Developments:

As the party inquires further, they can get some or all of the following information from Aragorn.
Aragorn will tell about being stationed with a company of rangers at Sarn Ford, to keep watch for dark riders from the south, and has kept daily contact in the months since he left for Bree, but has not heard from the rangers still stationed there in over two days. He fears something ill may have befallen them.
If asked why they’re on the lookout for riders in black riders, Aragorn will remain largely guarded. A DC 13 Persuasion Check will coerce him to say “We fear they are headed towards the shire.”
If asked why the riders might be headed to the shire, Aragorn will shoot the party a serious, cautious look. He is very careful about how he proceeds. A DC 16 Persuasion Check will get him to lower his guard one last time to say “Someone carrying an important burden is to come from the shire to Bree- Suffice it to say that they are to be protected at all costs…”
If the party tells Aragorn from where they all hail, he comments “Perhaps you are meant for a common purpose.”
If asked why he has not returned to Sarn Ford, he will say that he was asked by a very wise friend to remain in Bree to meet with someone important..
If asked about the Rangers at Sarn Ford, Aragorn will tell the party that the rangers at Sarn Ford are known as The Grey Company, and are led by a man called Halbarad.
Aragorn will eventually say “You owe me nothing, but you would be helping me and the greater good more than you might ever know if you can meet with Halbarad and get him to report in, or find out what happened to The Grey Company and report back yourselves…”
Aragorn will tell the party that Sarn Ford lies on the Brandywine River, roughly two days southwest at a full pace.
Finally, Aragorn will tell the party that they will gain a valuable friend in the rangers of The Grey Company, should they still live.
The party can continue to converse with Aragorn for a time before Aragorn insists that they get some rest. The party can stay in The Prancing Pony for the night, at Aragorn’s expense and can set off either tonight or the next morning.
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