The One Ring is an RPG set in Middle-earth, which I have covered in many previous articles. Tales from the Lone-lands provides six loosely connected adventures and landmarks (self-contained adventure locations) set in northwest Eriador.
A GM (Loremaster) wanting to create their own version of Middle-earth can use these adventures to launch an entire campaign. While the setting and adventures contain much that makes The Lord of the Rings amazing, it is set at more of a scale to match the adventure Bilbo had in The Hobbit. Perfect for RPG world building.
My thanks to Free League for sending me a copy of Tales from the Lone-lands to assist in my continuing coverage of their RPGs. Previous articles have covered The One Ring extensively and other Free League RPGs like the Forbidden Lands.
Spoilers ahead as this book is full of adventures.
Unique to the Tales from the Lone-lands is the idea that one player character is an Heir to a previous ancestor who fought a great evil but could not overcome it. The PC has the chance to finish what their ancestor failed to accomplish and vanquish a great evil found in the Hill of Fear. The Heir should not be able to overcome this evil alone, as it dates back to an evil of Morgoth. Instead, the Heir will need the help of an entire group of Companions to prevail. Great campaigns grow out of ideas like the Heir.
The campaign even has the option to start out in an inn. In the Prancing Pony of course. This option is great if the GM is kicking off a brand new campaign.
The Adventures
A Troll-Hole if Ever There Was One
A family of trolls blackmails a father into luring travelers to their doom. A dwarf happily works with the trolls. Since this adventure is mostly self-contained it can be lifted in used in other versions of Middle-earth a GM might be building.
Messing About in Boats
A great idea about exploring the remains of drowned Beleriand. I set an adventure on the isle of Himling for the same reason. An astrologer leads the PCs to the isle where they face the restless undead.
GMs have a few options to consider here. If the PCs have Cirdan the Shipwright as a Patron, they might leave on this adventure from the Gray Havens, either visiting Lond Daer first or skipping it all together.
In addition, GMs who want to run Ruins of the Lost Realms, a bit of foreshadowing allows a PC to glimpse the mighty sea-fortress Kathuphazgan looming out of the fog and away again one night. The PCs won’t know the vessel is crewed by Black Numenorean spies until later.
There are also Voyage Events that work like Journeys but for sea travel.
Kings of Little Kingdoms
A fake Gandalf and a band of outlaws take in a wandering youth. The PCs will need to mount a rescue.
Not to Strike Without Need
The PCs escort a prisoner but find things more complicated than they first thought. They have to decide whether to complete their mission or help a Ranger in need.
Wonder of the Northern World
The PCs have to decide whether to risk themselves to save Dwarves taken prisoner or give them up as a lost cause. A host of orcs make the choice that much more difficult.
The Quest of Amon Guruthos
Involves a long road north into the northern waste of the Forodwaith. The path takes them past the haunted ruins of Carn Dum as well. There is the Ring of Gurgolwen enchanted with powerful Blessings and granting long life but at the cost of losing joy (cannot pick the Heal Scars undertaking during Yule).
The Landmarks
The Hidden Valley
This location contains a possible hidden treasure and a group of unfriendly trolls (are there any other kinds?). It can be pulled from the accompanying adventure to serve as any hidden valley with possible hidden valuables with just a few minor changes.
The Haunted Isle
This western island is home to the restless undead. A hero’s sword can also be recovered there by brave PCs. Even if not used as part of the ongoing adventures, this location could be the site of any treasure a PC might be seeking. There are also two new Fellowship Undertakings PCs can take on the isle. This location could also be home to a vampire who guards the sword.
The Ruined Tower
This elven ruin is inhabited by bandits and haunted by a wight. A treasure can be found there. A location like this can easily be pulled from the adventure and represent any haunted bandit lair.
The Fortress of Garth Tauron
A prisoner the PCs are seeking could easily be held in this ancient rotting fortress-turned-prison. Gurnow, the Master of Tharbad, keeps his enemies imprisoned here. Whether a rescue attempt by PCs is part of the other adventures or not, sneaking in is not the problem. Finding the prisoner the PCs want will be the challenge since the ruin is a tumbled maze.
Rath Sereg
A ruined fortress and now an orc force occupies the ruins. Their leader Hultmar dream of rebuilding Rath Sereg into a mighty fortress and establishing himself as a warlord. PCs are only likely to come here to assist allies like vengeful dwarves.
Amon Guruthos
The Hill of Fear. A place of terror and great danger. Monsters live in the tunnels, and dreadful Shadow conjures visions of horror and malice to assail intruders. Nothing is as dangerous as the fell Worm-wight, a wingless serpent of great size and horrible strength. Ultimately, closing the dark Gate to end the reign of the Hill of Fear will require Player-heroes using courage, magic, prayer, or perhaps even self-sacrifice.
GM World Building
A Loremaster has a treasure trove of full adventures, landmarks, new magic items and monsters, NPCs, and Journey rules to help in building their own version of Middle-earth. Months of adventures can be found here along with multiple pages of support.
Should You Get Tales from the Lone-lands?
If you are a Loremaster, you will want this book of adventures. Even if you don’t run the adventures in order, the ideas inspire, and the added rules and locations fully support any adventures a Loremaster wants to run. Tales from the Lone-lands is a real treasure untainted by Shadow.
Picture credit: Pixabay
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