Tales from Wilderland
"There are no safe paths in this part of the world. Remember you are over the Edge of the Wild now, and in for all sorts of fun wherever you go."
A failed robbery, the daring of two Hobbit brothers, a terrible crime, the flight of the Elves, the affairs of Wizards, black treachery, an ancient threat - seven stories to be told in the Twilight of the Third Age. Seven adventures need a company of heroes to undertake them.
Tales from Wilderland contains seven ready-to-play adventures, complete scenarios that can be played separately, or as an epic campaign spanning across a number of years. All adventures are set in the years after 2946, and take place in Wilderland.
A wealth of background material expands the setting information contained in the core set for The One Ring, the newest fantasy roleplaying game based upon The Hobbit and The Lord of the Rings, the world-renowned masterpieces written by J.R.R. Tolkien.
“LAKE-TOWN WAS REFOUNDED AND WAS MORE PROSPEROUS THAN EVER, AND MUCH WEALTH WENT UP AND DOWN THE RUNNING RIVER; AND THERE WAS FRIENDSHIP IN THOSE PARTS BETWEEN ELVES AND DWARVES AND MEN.” --THE HOBBIT
The Lake-town Guide, written by Francesco Nepitello, presents this fascinating setting in detail, including:
A guide to Lake-town, its inhabitants and culture
More information on the Long Marshes and the creatures dwelling within
New Fellowship Phase activities
A new playable culture – Men of the Lake
Also included in this product is the heavy-duty card Loremaster’s Screen, which presents useful information for easy reference during a game and features stunning art from The One Ring artist Jon Hodgson.
Heart of the Wild
The Heart of the Wild is a resource for The One Ring: Adventures Over the Edge of the Wild describing the lands of the River and the Forest – the Vales of Anduin along the banks of the Great River, and the trackless forest of Mirkwood to the east. It expands on the descriptions given in the Loremaster’s Guide, offering new sanctuaries and new perils for the players to discover. Each region is described in detail, listing potential friends and foes, sites of interest and potential adventures.
An expanded bestiary contains a host of strange creatures and servants of the Enemy, from the beasts of the forest to the fabled Great Spiders. Variant Cultural Backgrounds like River Hobbits or Wayward Elves offer new options for adventurers, while new Fellowship Phase actions bring the wild to life in your games.
Follow the Anduin river down from the chill springs of the Misty Mountains to the southern edge of the Wild! Explore the dread forest of Mirkwood, running from the lonely thickets of the north to the very gates of Dol Guldur! Enter the Heart of the Wild, and defend it against the rising Shadow.
The Darkening of Mirkwood
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 Darkening of Mirkwood is a complete campaign for The One Ring, set in Mirkwood 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 supplement includes enough adventure material to keep you playing for months or even years, as well as 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 Undertakings to achieve allow them to chart their own path.
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.
The Darkening of Mirkwood is a full colour, 144 page hardcover. Written by Gareth Ryder Hanrahan and Francesco Nepitello, with art by Jon Hodgson, Jason Juta and Jordy Lakiere.
This setting supplement 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 Rangers of the North and High Elves of Rivendell; turning the baleful Eye of Sauron on your company; and facing more powerful adversaries than ever before.
Rivendell for The One Ring Roleplaying Game is written by Francesco Nepitello, with additional contributions from Amado Angulo, Shane Ivey, Andrew Kenrick, Marco Maggi, Thomas Morwinsky and James M. Spahn, and with cover art by Jon Hodgson.
Ruins of The North
Ruins of the North comprises six standalone adventures for The One Ring that can be played as an epic campaign across Eriador and is the companion volume to Rivendell. Delve into the ruins of overgrown Fornost, walk amidst the cairns of the Barrow-downs and venture to the lair of the Witch-king of Angmar himself, the ancient city of Carn Dûm — if you have the courage!
Horse-lords of Rohan
South along the Great River Anduin, beyond the southernmost peaks of the Misty Mountains, lies the land of Rohan. Here dwell the Rohirrim, the swift sons of Eorl who descended from the North centuries ago to settle in the land of Calenardhon.
Known also as the Riders of the Mark, they are proud warriors and riders, ready to defend the Free Peoples against the threats arising in the twilight of the Third Age. Horse-lords of Rohan details the Rohirrim, describing their history and their lands, as well as introducing rules for two new cultures, the Riders of Rohan and the Dunlendings. Also included are rules for handling horses, riding in combat and horse-breeding.
As well as the lands of Rohan, this supplement also details the ancient Forest of Fangorn, shedding light on its mysterious inhabitants, the Ents and terrible Huorns; the folk of the Dunland Fells; and the Tower of Isengard and the machinations of the White Wizard, Saruman.
It is an indispensable resource for Loremasters looking to take their game into a whole new region. Ride with the Eorlingas on the plains of Westemnet, enter the Golden Hall of Edoras, and climb the Burg at Helm’s Deep.
Journeys and Maps
Journeys and Maps 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 Lore Master maps, these provide an invaluable play aid for planning your One Ring journeys.
Also included is a 32-page supplement, with rules for water travel by sea and river, an index to all locations covered in The One Ring Roleplaying Game supplements to date, a system for detailing ruins found along the road, a useful collection of terrain-specific hazards, and a section detailing natural wonders, lodgings, and fellow travellers your Company might find along the way.
‘Queer things you do hear these days, to be sure,’ said Sam. ‘Ah,’ said Ted, ‘you do, if you listen. But I can hear fireside-tales and children’s stories at home, if I want to.’ ‘No doubt you can,’ retorted Sam, ‘and I daresay there’s more truth in some of them than you reckon. Who invented the stories anyway?’ The Lord of the Rings, J.R.R. Tolkien
Hobbit Tales is a game for 2 to 5 Hobbits, authored by the award-winning designers Marco Maggi and Francesco Nepitello, creators of the Tolkien-themed War of the Ring strategy game and The One Ring role-playing game.
In Hobbit Tales players are Hobbits telling tales in front of a mug of beer at their favourite inn in the Shire. Silent woods and remote mountains, Elves, Goblins and Giants populate their stories.
During the game, players take turns as the Narrator and improvise a story using a hand of illustrated cards. The other players try to twist the tale, playing hazards and fearsome monsters. Drinks are served, smoke-rings are blown, and the best narrator is cheered by everyone present.
Includes rules to use Hobbit Tales in conjunction with the The One Ring, Cubicle 7’s role-playing game set in Tolkien’s Middle-earth.