25Jan/18Off

Coming soon for Adventures in Middle-earth™ : The Rivendell Region Guide™ !

The Rivendell Region Guide takes your adventures West across the Misty Mountains to the Last Homely House, expanding play into eastern Eriador, covering not only Rivendell itself, but Angmar, Fornost, Mount Gram, Tharbad and everywhere in between.
There are also rules for creating your own Magical Treasure; playing High Elves of Rivendell; turning the baleful Eye of Mordor on your company; and facing more powerful adversaries than ever before.
This gorgeous hardcover, 144-page, full-colour supplement includes:
• Background for the Last Homely House, Rivendell, the sanctuary of Imladris.
• Write-ups of the characters that might be encountered in Imladris, from Elrond and Arwen to Glorfindel and the White Council.
• New Fellowship undertakings.
• A history of Arnor, Angmar and the Rangers of the North.
• A region guide to Eastern Eriador, including the Barrow-downs, the Trollshaws and Angmar.

• New adversaries to face, including Ettins, Hill-men of Rhudaur and the toughest Troll of them all, the Queen of Castle Hill.
• A bestiary of undead creatures, from Bog Soldiers and Barrow-wights to the Lord of the Nazgûl himself, the Witch-king of Angmar.
• Rules for powerful adversaries, allowing you to customise any monster to provide a
challenge for even the most heroic of adventurers.
• A set of optional rules, the Eye of Mordor, to track how much attention the Enemy reserves for the company.
• Rules for adding Magical Treasure to your campaign, including dozens of ready-made
artefacts, some famous, others less so.
• A new playable Heroic Culture: the High Elves of Rivendell.

The cover is by Ralph Horsley, and the text is converted by Jacob Rodgers from the original The One Ring supplement by Francesco Nepitello with  Shane Ivey, Andrew Kenrick, Thomas Morwinsky and James M. Spahn.

The pre-order for Rivendell Region guide will open soon!

24Jan/18Off

In US stores this week - The Road Goes Ever On for Adventures in Middle-earth!

The Road Goes Ever On is a set of four, double sided, large format maps covering the greater part of known Middle-earth: Eriador, Wilderland, Rohan and Gondor/Mordor. With Player maps and hexed Loremaster maps, these provide an invaluable play aid for planning your Adventures in Middle-earth journeys.

Also included is a 32-page supplement, packed with ideas, new rules and guidance, which includes:
• Extra inspiration for Journey Events and the wonders of Middle-earth

• Helpful tables to generate and inspire encounters

• A generation system for Middle-earth ruins

• A selection of pre-made monster groups to drop into your Journeys

• Battle maps for camp sites

• A new optional system for awarding XP to those characters who chose to evade combat

• Details on places to stay

• Guidance for awarding XP on the road

• Dooms of Departure and Oaths of Return


Written by Francesco Nepitello, Steve Emmott, Jon Hodgson, TS Luikart, and Jacob Rogers, and with art by Paul Bourne, Andy Hepworth, Jon Hodgson, and Sam Manley, The Road Goes Ever On is a must-have for your Adventures in Middle-earth games.

Pick up a copy in your local games store now!

Find out more about Adventures in Middle-earth, the 5th Edition Middle-earth setting here.
The Road Goes Ever On is also available in PDF here.
Or if you have no store, order direct from our web store here.

10Jan/18Off

Happy New Year!

Gosh, we're already incredibly busy in 2018, hard at work on Warhammer Fantasy Roleplay Fourth Edition, Moria for The One Ring and Adventures in Middle-earth, and our new system for horror gaming that will power  World War Cthulhu and Cthulhu Britannica (and more)! Not to mention our Dungeon Abbey card games, which are shaping up to be something really special! It's all go!
Yesterday we took delivery of an enormous consignment of printed items in the UK. These are also due to arrive in the US in a couple of weeks.

On hand in the UK we now have:
Terror of the Darklords and the Narrator's Screen for Lone Wolf Adventure Game
Our American Cousins for World War Cthulhu (This one won't go on general sale, but will be heading out to customers who pre-ordered it)
And at last, Eaves of Mirkwood and Loremaster's Screen for Adventures in Middle-earth!

A reportage photo from the frenzied scenes in the C7 UK HQ as ALL THE GAMES get packed for dispatch!

We'll be dispatching copies of all of these to UK/European/"Rest of World" pre-order customers and Kickstarter backers beginning this week. As soon as they reach the US warehouse we'll get them sent out to our US customers. Stay tuned for confirmation of that.

Meanwhile in the US, dispatch is complete for C7 pre-orders of Mirkwood Campaign and The Road Goes Ever On for Adventures in Middle-earth.

The Road Goes Ever On hits US stores in January, The Mirkwood Campaign in February, so keep your eyes peeled for those if you didn't pre-order.

In upcoming pre-order land we have Rivendell Region Guide for Adventures in Middle-earth, Laughter of Dragons for The One Ring, Realm of Sommerlund for Lone Wolf and the Twelfth Doctor Sourcebook for Doctor Who Roleplaying Game. We'll also continue The Enemy Within Campaign for WFRP First Edition in PDF.

Lots to look forward to in 2018! Oh! We forgot to mention - it's our tenth birthday this year, so we'll be kicking off celebrations very soon. Stay tuned!

15Dec/17Off

Coming to US stores in January - The Road Goes Ever On for Adventures in Middle-earth!

The Road Goes Ever On is a set of four, double sided, large format maps covering the greater part of known Middle-earth: Eriador, Wilderland, Rohan and Gondor/Mordor. With Player maps and hexed Loremaster maps, these provide an invaluable play aid for planning your Adventures in Middle-earth journeys.

Also included is a 32-page supplement, packed with ideas, new rules and guidance, which includes:
• Extra inspiration for Journey Events and the wonders of Middle-earth

• Helpful tables to generate and inspire encounters

• A generation system for Middle-earth ruins

• A selection of pre-made monster groups to drop into your Journeys

• Battle maps for camp sites

• A new optional system for awarding XP to those characters who chose to evade combat

• Details on places to stay

• Guidance for awarding XP on the road

• Dooms of Departure and Oaths of Return


Written by Francesco Nepitello, Steve Emmott, Jon Hodgson, TS Luikart, and Jacob Rogers, and with art by Paul Bourne, Andy Hepworth, Jon Hodgson, and Sam Manley, The Road Goes Ever On is a must-have for your Adventures in Middle-earth games.

If you'd like to pick up a copy in your local games store then be sure to ask your store owner to order their copies now! Here's the vital statistics:
CB72305
978-0-85744-322-9
US Retail Release: January 2018

Find out more about Adventures in Middle-earth, the 5th Edition Middle-earth setting here.
The Road Goes Ever On is also available in PDF here.
Or direct from our website here.

28Nov/17Off

A deluxe boxed set for The One Ring Roleplaying Game™ and Adventures in Middle-earth™.
Written Gareth Ryder Hanrahan with Francesco Nepitello.

21Nov/17Off
We just took delivery of the very first print copy of The Road Goes Ever On™ and it looks amazing! Which means it’s not far from our UK warehouse, and it's also about to begin it’s journey to the US!
 


The Road Goes Ever On is packed with new material for Journeys in Adventures in Middle-earth, and comes with 4 gorgeous double-sided maps covering almost all of known Middle-earth.





 
You can pre-order at our store now and get the PDF free: http://shop.cubicle7store.com/The-Road-Goes-Ever-On-PDF
Or pre-order at a Bits and Mortar participating hobby store and get the PDF too.


16Nov/17Off

Got a sudden urge to explore Middle-earth? Can't find a group to try a bespoke system like The One Ring Roleplaying Game? Then Adventures in Middle-earth is for you!

Adventures in Middle-earth brings you all the incredible flavour we packed into The One Ring, but using the 5e ruleset you're familiar with. We've created Middle-earth specific Classes and Races (renamed "Cultures"), and provided a suite of optional rules that bring Middle-earth to your gaming table.

There's a rapidly expanding library of supplementary materials that adds more to your campaign, from adventures to additional rules options, new playable cultures, maps, and more.

To get a flavour of how it all works, the introductory scenario Eaves of Mirkwood is available in PDF now for just $9.99.

It comes with pre-generated characters, maps, and features streamlined versions of the Adventures in Middle-earth rules.  It's the perfect package to introduce a new group to the game.

Eaves of Mirkwood is a self-contained adventure, which should take roughly three hours to play, depending on your group's style. Perfect for a single evening's gaming session.

The great part is, if you want to try out Adventures in Middle-earth you don't need the Adventures in Middle-earth Player's Guide or Loremaster's Guide to run it. They would certainly be useful, but if you want to try out Adventures in Middle-earth for the first time, you just need the 5e rules.
Find out more about Adventures in Middle-earth here.

9Nov/17Off


The epic, 30 year campaign for Adventures in Middle-earth is out now in PDF! Get it here: http://www.drivethrurpg.com/product/226106/Adventures-in-Middleearth--Mirkwood-Campaign?affiliate_id=169435

Alternatively you can pre-order it via our webstore: http://shop.cubicle7store.com/Adventures-in-Middle-earth-Mirkwood-Campaign-PDF and get the PDF free.
Or you can pre-order at a participating Bits and Mortar store and get the PDF for free too!

About the Mirkwood Campaign:

The Necromancer may have been cast out of Dol Guldur, but a lingering darkness remains over Mirkwood, a shadow that will grow ever longer as the years draw on – unless a fellowship of heroes step forward and hold back the gloom.

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.

Visit the Parliament of Spiders, do battle with the Nazgûl, meddle in the affairs of Wizards and enter the Halls of King Thranduil. Stand firm against the Shadow and maybe the Darkening of Mirkwood can be averted. Falter for even a moment and all that you know and love will be lost.

 

What is the Mirkwood Campaign?
The Mirkwood Campaign began life as The Darkening of Mirkwood for The One Ring. We’ve now converted it to be fully compatible with Adventures in Middle-earth, using the 5th Edition OGL ruleset. It’s a campaign framework that guides your game through 30 years of in-game adventures.

Here’s a look at the contents page.

The Mirkwood Campaign covers 30 years from Gollum first passing through Mirkwood in 2947 to the sad death of King Bard.

The supplement breaks these decades into four sections and then further details each year, giving you the major events that happen in an unfolding story. These events cover both the wider world with its unfolding epic as the events of Lord of the Rings draw ever closer, as well as the more personal fate of the Woodmen and the rise of Dol Guldur, into which events the Player-heroes are thrust.

Here’s a slice of the introduction which explains further:

Rhovanion Region Guide
As you can see, the Mirkwood Campaign is the companion volume to the Rhovanion Region Guide, and they work together to build an epic set of tools for the Loremaster. We publish the Rhovanion Region Guide separately since it has vast utility to all Loremasters, not just those running the Mirkwood Campaign. You can learn more about the Rhovanion Region Guide here. It’s well worth picking up if you plan on running the Campaign.


So how does the Mirkwood Campaign work?
Rather than provide a linear, pre-written series of adventures, which would surely come with a host of issues for such a long term series of sessions, the Mirkwood Campaign takes a different approach.

In each year there are suggestions for what your Company might chose to do, and loads of advice on what’s happening around Wilderland at the time. There are locations to explore, NPCs to meet, and a detailed suggested adventure for every Adventuring Phase.

Here’s a look at the beginning of the first year, 2947:


Written by award-winning writers Gareth Ryder-Hanrahan with Francesco Nepitello, and expertly converted by Jacob Rodgers, the Mirkwood Campaign is an absolute treasure trove of material for any Loremaster – even if you don’t want to run the whole campaign. The supplement is constructed in such a way that you can dip in and out of events year by year, running however much you wish to, and leaving the precise events in your personal Wilderland up to you.

Many One Ring players have woven together Wilderland Adventures and the Mirkwood Campaign to great effect. It’s an incredible suite of gaming material, available to 5e players for the first time.

A Framework
Where Wilderland Adventures provides seven adventures that you can run right out of the box, the Mirkwood Campaign is unapologetic in requiring a little more investment from the Loremaster. It’s a master-crafted framework for you to build on, with the supplement doing the time-consuming and knowledge-intensive work of providing the setting material, NPCs, annual events and accurately tracking the passage of time through the Tale of Years. You’re free to explore your own story through the provided events.

The Mirkwood Campaign is packed with ideas, tools and support for you to run your own campaign in a truly exciting part of Middle-earth history and geography. Just as the setting of Adventures in Middle-earth was carefully chosen to give your players room to be heroes that matter, the Mirkwood Campaign zooms in on the struggles of the Woodmen and the retaking of Dol Guldur as the Shadow rises once more. It is truly the stuff of epics.

Exactly how you run it, and how your Company of Adventurers respond to it, is extremely flexible. It isn’t a rail road. It’s an experience!

We’ve been delighted to read all the actual play reports from One Ring players who’ve completed the One Ring version of the Mirkwood Campaign. Some have spent two years on it. Others have run it twice since it came out, each time offering up entirely different events and conclusions! Many, many more are deep in the struggles against the Nazgul. It’s a marvellous experience and we’re very happy to bring it to Adventures in Middle-earth and 5th Edition.

More
There’s more to the Mirkwood Campaign as a supplement than “just” a 30 year epic. There are rules for personal holdings, so that your characters can own a real stake in the future of Middle-earth. Be they hunting grounds, an inn, or a silver mine, the Mirkwood Campaign gives you the tools to allow your players to develop an even deeper involvement in Wilderland.

There’s also the brand new Shadows in the Forest rules, that weave Journeys into your Player-heroes’ Backgrounds. The Forest can throw up strange memories, and the endless deep green can be a reflective place in which to travel...

The Mirkwood Campaign is a remarkable supplement, providing decades of in-game play.

 

Get it here in PDF: http://www.drivethrurpg.com/product/226106/Adventures-in-Middleearth--Mirkwood-Campaign?affiliate_id=169435
Alternatively you can pre-order it via our webstore: http://shop.cubicle7store.com/Adventures-in-Middle-earth-Mirkwood-Campaign-PDF and get the PDF free.
Or you can pre-order at a participating Bits and Mortar store and get the PDF for free too!

7Nov/17Off

The Mirkwood Campaign for Adventures in Middle-earth is available to pre-order now! All pre-orders come with a free PDF, releasing this week!What is the Mirkwood Campaign?
The Mirkwood Campaign began life as The Darkening of Mirkwood for The One Ring. We’ve now converted it to be fully compatible with Adventures in Middle-earth, using the 5th Edition OGL ruleset. It’s a campaign framework that guides your game through 30 years of in-game adventures.

Here’s a look at the contents page.

The Mirkwood Campaign covers 30 years from Gollum first passing through Mirkwood in 2947 to the sad death of King Bard.

The supplement breaks these decades into four sections and then further details each year, giving you the major events that happen in an unfolding story. These events cover both the wider world with its unfolding epic as the events of Lord of the Rings draw ever closer, as well as the more personal fate of the Woodmen and the rise of Dol Guldur, into which events the Player-heroes are thrust.

Here’s a slice of the introduction which explains further:

Rhovanion Region Guide
As you can see, the Mirkwood Campaign is the companion volume to the Rhovanion Region Guide, and they work together to build an epic set of tools for the Loremaster. We publish the Rhovanion Region Guide separately since it has vast utility to all Loremasters, not just those running the Mirkwood Campaign. You can learn more about the Rhovanion Region Guide here. It’s well worth picking up if you plan on running the Campaign.


So how does the Mirkwood Campaign work?
Rather than provide a linear, pre-written series of adventures, which would surely come with a host of issues for such a long term series of sessions, the Mirkwood Campaign takes a different approach.

In each year there are suggestions for what your Company might chose to do, and loads of advice on what’s happening around Wilderland at the time. There are locations to explore, NPCs to meet, and a detailed suggested adventure for every Adventuring Phase.

Here’s a look at the beginning of the first year, 2947:


Written by award-winning writers Gareth Ryder-Hanrahan with Francesco Nepitello, and expertly converted by Jacob Rodgers, the Mirkwood Campaign is an absolute treasure trove of material for any Loremaster – even if you don’t want to run the whole campaign. The supplement is constructed in such a way that you can dip in and out of events year by year, running however much you wish to, and leaving the precise events in your personal Wilderland up to you.

Many One Ring players have woven together Wilderland Adventures and the Mirkwood Campaign to great effect. It’s an incredible suite of gaming material, available to 5e players for the first time.

A Framework
Where Wilderland Adventures provides seven adventures that you can run right out of the box, the Mirkwood Campaign is unapologetic in requiring a little more investment from the Loremaster. It’s a master-crafted framework for you to build on, with the supplement doing the time-consuming and knowledge-intensive work of providing the setting material, NPCs, annual events and accurately tracking the passage of time through the Tale of Years. You’re free to explore your own story through the provided events.

The Mirkwood Campaign is packed with ideas, tools and support for you to run your own campaign in a truly exciting part of Middle-earth history and geography. Just as the setting of Adventures in Middle-earth was carefully chosen to give your players room to be heroes that matter, the Mirkwood Campaign zooms in on the struggles of the Woodmen and the retaking of Dol Guldur as the Shadow rises once more. It is truly the stuff of epics.

Exactly how you run it, and how your Company of Adventurers respond to it, is extremely flexible. It isn’t a rail road. It’s an experience!

We’ve been delighted to read all the actual play reports from One Ring players who’ve completed the One Ring version of the Mirkwood Campaign. Some have spent two years on it. Others have run it twice since it came out, each time offering up entirely different events and conclusions! Many, many more are deep in the struggles against the Nazgul. It’s a marvellous experience and we’re very happy to bring it to Adventures in Middle-earth and 5th Edition.

More
There’s more to the Mirkwood Campaign as a supplement than “just” a 30 year epic. There are rules for personal holdings, so that your characters can own a real stake in the future of Middle-earth. Be they hunting grounds, an inn, or a silver mine, the Mirkwood Campaign gives you the tools to allow your players to develop an even deeper involvement in Wilderland.

There’s also the brand new Shadows in the Forest rules, that weave Journeys into your Player-heroes’ Backgrounds. The Forest can throw up strange memories, and the endless deep green can be a reflective place in which to travel...

The Mirkwood Campaign is a remarkable supplement, providing decades of in-game play.

It’s available to pre-order now: http://shop.cubicle7store.com/Adventures-in-Middle-earth-Mirkwood-Campaign-PDF
The print version is anticipated Q1 2018, with the PDF out this week! All pre-orders at our store, or at participating Bits and Mortar stores come with a free PDF!

6Nov/17Off

Coming to pre-order and PDF this week: The Mirkwood Campaign™ for Adventures in Middle-earth™!

The Necromancer may have been cast out of Dol Guldur, but a lingering darkness remains over Mirkwood, a shadow that will grow ever longer as the years draw on – unless a fellowship of heroes step forward and hold back the gloom.

The Mirkwood Campaign™ for Adventures in Middle-earth™ 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.

The Mirkwood Campaign provides unique campaign framework penned by Gareth Ryder-Hanrahan and Francesco Nepitello for The One Ring Roleplaying Game, converted to Adventures in Middle-earth by Jacob Rodgers.

Visit the Parliament of Spiders, do battle with the Nazgûl, meddle in the affairs of Wizards and enter the Halls of King Thranduil. Stand firm against the Shadow and maybe the Darkening can be averted. Falter for even a moment and all that you know and love will be lost.