Adventures in Middle Earth - Oaths of the Riddermark
Dungeons & Dragons 5e on Roll20
About the adventure
Gameplay of Cubicle 7's Adventures in Middle Earth; utilizing D&D's 5th Edition Rules! Set in the aftermath of the Battle of Five Armies, Adventures in Middle Earth brings travelers of all realms together in search of glory and adventure while dark forces gather in the mountainous Orc-holds and deep in Mirkwood. Explore Middle-earth and defend hearth and kin from the rising threat of The Shadow. Oaths of the Riddermark focuses on the reign of King Thengel, son of Fengel, and is broken up into six modules. * Blood on the Snow: A terrible beast hunts the Westfold Vale, slaying horses. As the company investigates, they must face evil of many kinds to emerge triumphant * Red Days Rising: Tensions mount between the Second and Third Marshals of the Riddermark, threatening bloodshed between the Rohirrim. * Wrath of the Riders: The Rohirrim have long fought against the tribes of Dunlendings beyond their border, but a peace attempt is now underway. * Black Horses, Black Deeds: Orcs threaten the borders of Eastfold and a band of brigands have murdered horse-traders traveling along the great West Road. * Below the Last Mountain: When a great band of Dunlendings are seen making for the Fords of Isen, the company is dispatched to find out what threat they pose. * Woes of Winter: A fragile peace has been brokered; but may well be undone. Test the bonds and loyalty of you allies, and ensure the kinstrife is put aside once and for all. Succeed and Rohan will stand united, Thengel’s reign one of peace and bounty. Fail and Rohan will be divided, Thengel’s reign marred by continued kinstrife and resentment. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Disclaimer: Adventures in Middle Earth and its modules are well-written, but follow a theme of "Things are bad, then they get worse". You will be engaging with a system that has very little magic, sometimes-unwinnable combats, and an emphasis on skill checks, negotiation, and a long-term planning.
How to prepare
Please have a microphone ready; camera not required. Having some background knowledge of Middle Earth will help.
What I provide
I will have all sourcebooks ready to reference; and all prepared characters will have functional sheets in roll20 (with click-macro rolls enabled on the sheet) More than happy to convert your character sheet to a form-fillable PDF to have on-hand outside of roll20 if you'd like to print it off!
Adventures in Middle Earth is a low-magic setting; with limited magic items, and no spellcasting classes. It utilizes survival travel mechanics, and can include deadly encounters for those that wander unprepared for what lies ahead. Gameplay can be broken into four phases (which do not occur in any specific order; and may repeat dependent on how the game progresses) • Audience/Social • Journey/Exploration • Adventure/Emergency • Fellowship/Downtime
Safety tools used
How will character creation work
I will have pregenerated characters available via roll20. If anyone would like to make their own character, please reach out to me and we can get you sorted! Additionally, I have all of Cubicle-7's published works on hand; so if you do not own the book yourself, I can arrange time privately with you to help build a character to your liking.
Players can expect
- Combat/Tactics: Medium
- Roleplay: Medium
- Puzzles: High
- Experience Level: Intermediate
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