Adventures in Middle-earth

Take your gaming group to Middle-earth™ with this thematic and atmospheric, OGL-compatible setting guide.

• The Player's Guide is in stores world wide now!
• The Loremaster's Guide is out now in PDF.
Wilderland Adventures is also available now in pre-order and PDF.
The Road Goes Ever On is coming soon!

Smaug has been defeated, the Battle of Five Armies has been won, and Bilbo has returned to the Shire. But much danger still remains, and from the Orc-holds of the mountains to the dark and corrupt depths of Mirkwood a darkness waits, recovering its strength, laying its plans, and slowly extending its shadow…

In Dale, King Bard sends out a call for brave adventurers to journey to Laketown and assist him in restoring the glory of the North.

Adventurers come from all the Free Peoples of Wilderland and beyond, all heeding the call to adventure. Spurred on by diverse callings – whether it be the lure of the road, the hunger for ancient lore, or the simple urge to defend hearth and kin, adventurers from across Wilderland are preparing to explore Middle-earth and to battle the rising threat of The Shadow wherever it may be found.


The Adventures in Middle-earth Player's Guide

AME Packshot550

The starting point for Adventures in Middle-earth is the Player's Guide, which gives you the Middle-earth setting-specific rules and guidance to create your characters and adventure in the world of The Hobbit and The Lord of the Rings using the OGL 5e ruleset.

Character creation features Cultures and Classes designed for Middle-earth to help you get deep into the setting from the very start of your adventures. New rules add excitement to your journeys and encounters, and chart the corruption of the Shadow in the unwary or unwise.

The Quest begins with this lavishly illustrated, hardcover Adventures in Middle-earth Player’s Guide, followed by the equally beautiful and useful Adventures in Middle-earth Loremaster’s Guide.

You can start playing right away with this Player’s Guide, and the rules to the world's most popular roleplaying game.

Adventures in Middle-earth: Players Guide contains:
• 11 Middle-earth specific playable Cultures
• 6 New and unique Classes
• 13 New Backgrounds custom-made for Middle-earth
• Middle-earth appropriate arms and armour
• Unique Journey rules
• New rules for Corruption
• New Audience rules
• Rules for The Fellowship Phase
• Middle-earth maps (as the end papers) for Players and Loremasters


DDO Players Review
"If you’re a fan of Tolkien I would say this is a must have purchase, it will allow you bring all the best of Middle-earth into your D&D game. "

DDO Players Adventures in Middle-earth Player’s Guide Review

A Fist Full of Dice Video Review

Order the Adventures in Middle-earth Player’s Guide here, with a free PDF.

Order both the Adventures in Middle-earth Player’s Guide and Adventures in Middle-earth Loremaster’s Guide, with free PDFs here - the Player's Guide in Print and PDF is available now, the Loremaster PDF is out, with print expected in the Spring of 2017.


The Adventures in Middle-earth Loremaster's Guide

LMG_Packshot450The quest that began in the Player’s Guide continues in this lavishly illustrated, hardcover Adventures in Middle-earth Loremaster’s Guide. Packed with information, this volume is a hugely valuable resource for your games.

Adventures in Middle-earth Loremaster’s Guide contains:
• Extensive setting information for Wilderland
• A comprehensive guide to Lake-town
• Advice for before the game begins on theme and building your character group
• Notes on the Adventuring phase, inspiration, rests and more!
• Expanded journey rules, including guidance on narrating Middle-earth journeys
• Information to help you create your own journey tables
• A guide to creating and playing NPCs, and a gallery of NPCs for your games
• A Wilderland bestiary of adversaries
• New rules for customising monsters and using scenery in battle
• Notes on treasure in Middle-earth, magic items and weapons
• A guide to offering expanded magic options
• Advice on running the Fellowship phase, patrons, sanctuaries and undertakings

Best used with the Adventures in Middle-earth Player’s Guide, and the latest edition of the world’s favourite roleplaying game.

Order the hardcopy with free PDF at the C7 webstore
Or get the PDF at DrivethruRPG


Wilderland Adventures

Wilderland Adventures is available in PDF now!

It features seven brilliant adventures by Gareth Ryder-Hanrahan that have been tried and tested for Adventures in Middle-earth's sister game, The One Ring Roleplaying Game, and which have now been carefully converted to Adventures in Middle-earthOGL rules.

Including new monsters, new journey event tables for each adventure, optional battle maps for use if that's how your group roll, as well as a unique XP award structure, Wilderland Adventures is the perfect companion to your other Adventures in Middle-earth volumes!

The seven adventures can be played individually, or as a linked campaign as our new-found company of heroes battles a darkness rising in Wilderland. Played as a campaign this is a tour de force expedition across the region. You'll meet familiar faces, experience the horrors of Mirkwood, meet ancient Elves, drink ale with Hobbits, defeat Goblins, resolve familial disputes, explore ancient ruins, fight a pitched battle and travel far, far North into the Waste, where dragons dwell...

Frequently Asked Questions


What do I need to play?
You'll need Adventures in Middle-earth™ Player's Guide and the 5th Edition rulebooks. That's enough to get started. Games will massively benefit from the Loremaster's Guide, but it isn't necessary to begin play.

How does Adventures in Middle-earth relate to 5th Edition?
It uses the OGL.

How does Adventures in Middle-earth relate to The One Ring Roleplaying Game?
Our design goal for AME has been to develop a game that plays like OGL 5e with a setting that feels like Middle-earth. Some TOR concepts like Corruption and Journeys have been reinterpreted for the game, but wherever possible we have used existing OGL mechanics. The two lines will share illustration and setting content. The initial supplements for AME will be conversions of existing TOR material.

What approach to the setting does Adventures in Middle-earth take?
We are presenting Middle-earth as described in The Hobbit and The Lord of the Rings. All the rules and options we present have been sourced from the texts and are designed to recreate the feel of the books in your games. Saying that, our goal is to give you the tools to play in your vision of Middle-earth, and you can use content from across the range of OGL materials to build in any features that you want.

Where and when is the setting based?
The core setting begins five years after the death of Smaug, in Wilderland. Players can chose from cultures based in the region, as well as some fan-favourite additions (Hobbits, Dunedain, Rohirrim, Men of Minas Tirith, Men of Bree).

Why such a tight focus?
We've found great success in Middle-earth gaming with this approach. It means the party have a reason to be together, and there's a reason for adventurers to be roaming Middle-earth. It gives a core platform to start your Middle-earth gaming journey, and lets us give loads of information on one (albeit huge) region. Wilderland is a brilliant place in which to adventure, and five years after the events of The Hobbit™, but before the events of The Lord of the Rings is a hugely atmospheric time. Players know plenty about it, there's plenty of really exciting locations, but that's balanced by plenty of blank space on the map too.

This focus lets us concentrate both our and your efforts, and do things to a depth we demand. Supplementary material will expand the arena of play.

What else is coming out?
So far we've released the Player's Guide, Loremaster's Guide, Wilderland Adventures (in PDF, with print to follow), and we're planning further conversions of The One Ring titles.  The Road Goes Ever On is a set of Maps, The Rhovanion Region Guide is a gazetteer of Wilderland. With many much to come.


Does Adventures in Middle-earth use the alignment system?
No – Adventures in Middle-earth assumes players are fighting for good. Alignment is replaced with the Corruption system to track characters’ descent into Shadow.

Does combat change?
No – the OGL combat system is untouched. We want OGL players to be able to play quickly and easily. Familiarity with the system is a key design goal. The Loremaster's Guide offers some new customisation options for both terrain and monsters.

What Classes are there?
Adventures in Middle-earth uses its own bespoke, Middle-earth themed classes and backgrounds. These are unique to AME. We also have loads of brand new backgrounds.

Are any new rules added?
Yes! We're introducing rules for Journeys, for Corruption and for the Fellowship Phase.

Are there spell casters with spells like fireball and chain lightning?
Magic in Middle-earth is embedded in the world and reflected in a range of ways both mundane and exceptional. The ability of Hobbits to conceal themselves, the healing songs of the Woodmen and the Dwarven Spells of Secrecy are all examples of the magic inherent in the setting. There’s much debate as to whether or not the more flamboyant magic users should be played in Middle-earth. The beauty of using the OGL for AME is that you can decide that for yourself. All the rules and classes for spell-slingers are out there, and you can bring those into your game to meet your vision of the setting.

Will there be stats for Gandalf, and can I kill him?
No. Gandalf is a patron-level NPC. He doesn't need stats. Though we're sure a fan will give him stats if you really, really can't live without them.

Is there plate armour in Adventures in Middle-earth?
Not as written. We provide an equipment section that closely references The Hobbit and Lord of the Rings. We feel part of evoking the Middle-earth feel is to cleave close to the source material. The beauty of the OGL is if you feel that plate armour belongs in Middle-earth than you can bring it in.

The One Ring Roleplaying Game

Is The One Ring going away?
No. The One Ring will continue as a separate, fully supported line. We will be converting TOR supplements to Adventures in Middle-earth. So even if AME sells a million copies we will still want and need TOR releases. We didn't put all that effort into TOR to abandon it now!

Oaths of the Riddermark is coming along very nicely, we just revealed the cover to Bree. And we're working on further TOR releases we've not even mentioned yet.

TOR and AME have different aims, and we believe there is plenty of space for both game lines to flourish.


Order the Adventures in Middle-earth Player’s Guide here, with a free PDF.

Order both the Adventures in Middle-earth Player’s Guide and Adventures in Middle-earth Loremaster’s Guide, with free PDFs here - the Player's Guide is available in print and PDF now, the Loremaster PDF is available now, with the print edition to follow.