It is the year 2946 of the Third Age, some five years after the Battle of the Five Armies. A great weight has been lifted from the peoples of the North and their spirits are no longer bound by the yoke of the beast Smaug and the horrors of Dol Guldur. As the fifth anniversary of the great alliance that threw back the armies of goblins and trolls approaches, there comes word that the byways and highways of wilderland are not yet truly safe. Already the Fellowship has discovered the secrets of the Marsh Bell and the Dwarves, Oin and Balin have been found safe and sound, and been returned to Laketown. Its members have had time to rest, recuperate, and reconsider their time out on the road if not recover from the horrors encountered in the ruins in the marsh…

Now the company has to set out again, accompanying the merchant Baldor and his son, Belgo, through Mirkwood to the Woodland Hall on the Western side of the forest. Having rescued him from his former guards, now they will guard him on his speculative trip. How far will the Fellowship get before peril befalls them? Will they encounter elves, and if so, will Amroth annoy them? And as ever, will there be time for more than one breakfast?

The game is The One Ring: Adventures over the Edge of the Wild, published by by Cubicle Seven Entertainment. The adventure is ‘Don’t leave from the path’ from Tales of Wilderland, we are joined by Rob for this one session as our guest, and as ever, our Lore Master is Dave L, and our cast consists of…

Helen – Amroth, an Elf traveller out of Mirkwood
Mog – Theodard, a Woodman of the Eaves of Mirkwood
Louise – Feorfryn, a Beorning of the lands along the Anduin
Hugh – Gamil, a Dwarf of the Lonely Mountain
Pookie – Falco Hornblower, a Hobbit of the Shire
Rob – Brant, a Man of Laketown

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