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Adventures in Middle-earth

Core Rulebooks
Free Peoples of Wilderland resist the gathering Shadow in the years between The Hobbit and The Lord of the Rings
fantasy
JourneyCorruptionLicensed SettingLow-FantasyLore-HeavySocial IntrigueCharacter Building
Languages: English
Diced20
System Familyd20 System
Cost$$$
LicenseOGL 1.0a; Middle-earth Enterprises license
PublisherCubicle 7
Year2016
Complexity High
Accessibility Very Low
Runnability Very High

Core Mechanic

Uses the Dungeons & Dragons 5th Edition engine: roll a d20, add an ability modifier and proficiency, and compare the total to a difficulty number. Advantage and disadvantage, rolling two d20s and keeping the higher or lower, are the main swing on that roll.

Best For

Groups who already know 5th Edition D&D and want a low-magic, Tolkien-faithful campaign built around travel, reputation among the Free Peoples, and slow-burn corruption instead of spellcasting and dungeon loot. It suits a long campaign that plays out the Journey and Fellowship Phase cycle across in-game years more than a single one-shot.

Highlights

The Journey subsystem resolves overland travel through assigned companion roles and branching event tables, so a trek across Wilderland produces its own hazards and pacing rather than being skipped over. Shadow points replace alignment with a tracked corruption economy that climbs from the Miserable condition to permanent madness, giving each character a mechanical moral pressure tied to their class. Audiences resolve encounters with lords and elders through an eleven-culture attitude chart and an introduction check, so a hero's standing among the Free Peoples is a concrete mechanical fact rather than pure GM judgment.

Considerations

None of the six classes cast spells, so a group wanting a traditional wizard or cleric has to import one from another 5e game. Combat is essentially unmodified 5th Edition, so groups already tired of standard tactical D&D combat will find the same core fight rules here. Shadow adds a second per-character failure economy alongside hit points, with permanent points that never heal and must be tracked across an entire campaign.