Roleplaying in Middle Earth

Doug Justice said:

Yep, these sound like a good bit of fun! If I'm not mistaken this idea comes from Tolkien, himself. *If* these adventures were produced, I *imagine* I *might* buy them :)

Uhh, nope. Tolkien himself never gave this idea. The only "alternate" idea Tolkien ever presented is right there in the forward: what the story would look like if it really was an allegory for WWII as some tried to claim it was.

Actually, that'd make for a good story too, though, wouldn't it?
 

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Men? Feh!

I really think a Middle-Earth campaign set in a world where the Elves decided to give up on Man would be really, quite interesting. The Elves could gradually be leaving Middle-Earth (yes, I know this reeks of Evermeet in 2E Forgotten Realms like a cheap hooker), as Man either grovels for their return, or angrily dismisses them. A campaign of this ilk set during the dark times in Lord of the Rings could be particularly dreary and gritty.

Christ. I really, really want to play Middle-Earth d20.
 

Sir Hawkeye said:


Personally, I think that's a cool idea, but if they wouldn't like that, I'd hate to see what they'd think of my campaign:

Hypothesis: The destruction of the Ring and the fading of the elves creates a magical power vacuum, destroying the barriers between Middle-Earth and the D&D planar structure.

Result: PC's are knee-deep in the extremely creepy ruins of Numenor, chasing an insane lich, trying to stop Arda from becoming a battlefield for the Blood War. And speaking of barriers being broken, Someone Unpleasant is trying to come back from the Void. Whee!
WARNING: Do not attempt at home with less than 20th level characters.:D

Glad to see other people have had far out ideas for linking Middle Earth to standard D&D. Mine was to set a campaign at the end of the First Age and have the PCs interact with Earendil the Mariner, who pleaded with the Valar and then spent the rest of his years sailing in the sky. What a perfect lead in to spelljamming, I thought! :)

I ended up not going so far, although I did run a campaign set in the Second Age (when Numenor existed and magic was more prevalent) at the time when Sauron went to war with the elves to claim the rings.

Seriously, these are all interesting ideas. I'll link this thread to the ME D20 web page. Here's the possible timelines article mentioned earlier:

http://www.d20reviews.com/ME/TimelineCP.html
 


Thanks, Gru. Although if I recall, all those are 3rd Age possibilities. If you want 1st or 2nd age, you're in for a lot more DM creativity, I'm afraid. Especially 2nd age...
 

Here is some groundwork for a 4th Age campaign I've been thinking about:

It is as if the Dark Lord still haunts his land. It is known that his servants certainly do. Orcs, Trolls, and various factions of evil Men vie for the control of the remnants of the great armies of Mordor. Ghosts, both of Sauron's servants and his enemies - many of whom endured great and long torment in the bowels of Barad-dur - walk this dark land also. Wargs and even fouler creatures roam Mordor, directionless with Sauron's passing, but ruthless and deadly nonetheless. It should also not be forgotten that strange and horrid things still haunt the Ephel Duath, ready to pounce upon those who enter the dark land of Mordor.

Gondor has built a small fortress near the ruins of the Dark Lord's fortress. It is there to guard the ruins, provide a base for expeditions into those ruins, and to be a picket in case any remaining servants of Sauron decide to congregate in force.

The fortress was built using stone hauled in from Gondor. This is because the few remaining keeps near Barad-dur that were intact after the fall of Sauron were so infused with evil that not even the hardiest Gondorian garrison could long abide being in them. Headaches, nightmares, and a general malaise sapped morale. Troops returning from their tour of duty in those places were listless and depressed for months afterward.

King Elessar, concerned for his soldiers, but wanting to ensure that the ruins of the great fortress were not looted by evil beings looking for some of Sauron's powerful artifacts, decided to have a small castle and keep specially built. Dwarves were hired to assist engineers from Minas Tirith, and Durin's folk seemed grimly pleased to be building a fortress in the very face of the Dark Lord's seat of power. Good, clean stone was shipped in great caravans, and the building of the fortress took less than a year.

Teams of explorers, specially commissioned, are examined by the King himself to determine their trustworthiness. They are then sent to various parts of the ruins of Barad-dur, based on their training and experience. So far, only some few pieces of Sauron's vast treasury and armory have been discovered, most of which was so tainted as to necessitate destroying them. Yet the King richly rewards those who return with such items. It is known the King takes a keen interest in the discovery of the palantir once used by Sauron. Though it is now so touched by Sauron's evil as to be worthless to any sane person, the King does not want such an artifact to fall into the hands of Sauron's one-time servants.

There are some few bold adventurers who prowl amongst the ruins outside the approval of King Elessar. Mordor is a vast and darkened land, and the ruins of Barad-dur are also large and spread out. Even the largest, most alert garrison could not prevent the trespass of all those adventurers who sought the ruins. Some come simply to line their own pockets, but many of Sauron's minions covet the wealth they know to remain in the shattered fortress. These miscreants slip amongst the shadows, endeavoring to elude the alert garrison of Gondor.
 

ColonelHardisson said:
Here is some groundwork for a 4th Age campaign I've been thinking about:

It is as if the Dark Lord still haunts his land. It is known that his servants certainly do. Orcs, Trolls, and various factions of evil Men vie for the control of the remnants of the great armies of Mordor. Ghosts, both of Sauron's servants and his enemies - many of whom endured great and long torment in the bowels of Barad-dur - walk this dark land also. Wargs and even fouler creatures roam Mordor, directionless with Sauron's passing, but ruthless and deadly nonetheless. It should also not be forgotten that strange and horrid things still haunt the Ephel Duath, ready to pounce upon those who enter the dark land of Mordor.

Gondor has built a small fortress near the ruins of the Dark Lord's fortress. It is there to guard the ruins, provide a base for expeditions into those ruins, and to be a picket in case any remaining servants of Sauron decide to congregate in force.

The fortress was built using stone hauled in from Gondor. This is because the few remaining keeps near Barad-dur that were intact after the fall of Sauron were so infused with evil that not even the hardiest Gondorian garrison could long abide being in them. Headaches, nightmares, and a general malaise sapped morale. Troops returning from their tour of duty in those places were listless and depressed for months afterward.

King Elessar, concerned for his soldiers, but wanting to ensure that the ruins of the great fortress were not looted by evil beings looking for some of Sauron's powerful artifacts, decided to have a small castle and keep specially built. Dwarves were hired to assist engineers from Minas Tirith, and Durin's folk seemed grimly pleased to be building a fortress in the very face of the Dark Lord's seat of power. Good, clean stone was shipped in great caravans, and the building of the fortress took less than a year.

Teams of explorers, specially commissioned, are examined by the King himself to determine their trustworthiness. They are then sent to various parts of the ruins of Barad-dur, based on their training and experience. So far, only some few pieces of Sauron's vast treasury and armory have been discovered, most of which was so tainted as to necessitate destroying them. Yet the King richly rewards those who return with such items. It is known the King takes a keen interest in the discovery of the palantir once used by Sauron. Though it is now so touched by Sauron's evil as to be worthless to any sane person, the King does not want such an artifact to fall into the hands of Sauron's one-time servants.

There are some few bold adventurers who prowl amongst the ruins outside the approval of King Elessar. Mordor is a vast and darkened land, and the ruins of Barad-dur are also large and spread out. Even the largest, most alert garrison could not prevent the trespass of all those adventurers who sought the ruins. Some come simply to line their own pockets, but many of Sauron's minions covet the wealth they know to remain in the shattered fortress. These miscreants slip amongst the shadows, endeavoring to elude the alert garrison of Gondor.

Sounds good to me, Colonel. When do we start? :D
 

Good stuff, Colonel! You could also add some political stuff: we already know that in the time of King Elessar, Gondor and Rohan went together to war against both Easterlings and Southrons. You could posit entire large nations hostile to the West in these regions, although the dynamics without Sauron could be very different.
 

Yup, I've been working on all that, but I can't devote the time to it I'd like to. Check the ME d20 site linked to in my sig, and especially check the Yahoo group linked to at the site. I've been posting a few things - some 4th Age NPCs, including Eldarion, Elessar's son and a new monster.
 

Has anyone considered using the unfinished first chapter ("The New Shadow") of Tolkien's sequal to LotR as a springboard for a fourth age campaign?
 


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