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The Darkening of Mirkwood

Screen Shot 2016-03-21 at 4.03.14 PMWanted to toss out something I’d like to keep an eye on for a potential post-50 Fathoms campaign for the Saturday Night group.

As you know 5e D&D version of The One Ring is coming out this summer. I would strongly suspect their current The One Ring products for Middle-earth will all be ported to 5e later in the year. I did some reading on their various products. While I would like to run a T.A. 1400-era campaign in Arnor at some point in the years to come, I believe The Darkening of Mirkwood may be a great campaign to run first.

The Darkening of Mirkwood hits all the notes of what our group is looking for, including kingdom-building rules. Keep reading for details!

Rating

There are over 300 RPG products rated on Enworld.org, and this is the ONLY product I’ve ever come across that has a rating of 100%! What folks are saying:

The scope of this campaign is massive, and it is so very well done. Maybe the best campaign ever made for any game.

Read more: http://www.enworld.org/forum/showthread.php?409294-The-Darkening-of-Mirkwood#ixzz43asko2eF

One of the best RPG campaigns I have ever played… and I have played many!

This is an epic campaign setting for The One Ring and I love it (despite the bittersweet nature of trying to fight the encroaching shadow).

Read more: http://www.enworld.org/forum/showthread.php?409294-The-Darkening-of-Mirkwood#ixzz43asxRWqA

This is an epic 30 year campaign for The One Ring Roleplaying Game. Very few campaign books are on this level of excellence. For a long time The Great Pendragon Campaign was the best out there. In my view, The Darkening of Mirkwood has now taken that top spot.

Read more: http://www.enworld.org/forum/showthread.php?409294-The-Darkening-of-Mirkwood#ixzz43at8gseG

What it is

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.

The Story

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 band of brave adventurers step forward and hold back the gloom.

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.

Timeframe

The Darkening of Mirkwood takes place between 2947 – 2977, placing it a few years after the death of Smaug and the Battle of Five Armies, but ending with at least another 40 years before the War of the Ring. For reference, King Theoden of the Rohan is born in 2948. The campaign covers over 30 years of adventuring, with humans passing the torch to their sons as the campaign advances.

Campaign Structure

Each campaign Year includes a Fellowship Phase with some mechanics for the ‘between adventures’ events. Some years might just indicate a slow in the spread of Shadow, making it easier to maintain personal assets. Other times, events might give a hero the opportunity to assist the Dwarves in reclaiming their territory, provide the chance to consult with Saruman, or aspire to title in the clans of the Woodmen.

Kingdom Building

The campaign includes rules on Holdings, that allow the heroes to establish their own places in the region – like farms, small commercial ventures, or similar. Such Holdings require attention and maintenance, but they help involve the character and support their drive for greater Standing and improved Wealth. They make for personal assets that invest the heroes in the protection and prosperity of the region.

The Darkening of Mirkwood

IA Skirmish Debrief – 3/10/2016

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This is the first IA lunch league to include 3 players! Jeff was free to join in on the fun this week, so we put together a little scenario to accommodate all of us getting in on the action. Using an idea from the guys over at Imperial Propaganda, each team was built with a 30-point buy for deployment cards and 10 command cards consisting of 1-unique for the leader (3 point card), 2-two point cards, 3-one point cards, 4-zero point cards.

Be sure to click the List names to the right to see the specific figures and command cards.
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Mason
Chewie’s Strike Team
Jim Bob
Vader’s Strike Team
Jeff
Fett’s Strike Team

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A Nal Hutta Standoff

3-skirmA stalemate where everyone has a weapon pointed at someone else. All the threats are equally balanced to ensure a mutual disadvantage; no one is walking away from this standoff with what they came for. This tricky situation is a favorite of Hutt gangsters looking to setup and get rid of multiple rivals at once. In this case Darth Vader, Boba Fett, and Chewbacca all received an “anonymous” (we know it was you, Jabba) tip that one of the others was spotted alone at the Kuat Space Station. On the surface it looked like a simple snatch and grab job until that first step through the airlock and then the wheels came off.

Kuat Space Station (Expanded) – A Simple Job (custom)

map_kuat_expandedThis is a slightly expanded version of the Kuat Space Station map with customized mission objectives to suit a 3-player skirmish scenario. The mission objectives focus on the leader of each strike team. Points are scored normally through combat but when the strike team leader kills a group, the player is awarded double the Victory Points. At the end of the round if the strike team leader is still alive, an additional 2 Victory Points are awarded! As usual, first player to 40 points wins.

The action started with Jeff deploying from the red zone and heading toward both of the crates in that area. Mason deployed from the yellow zone and quickly moved to control the southernmost terminal. Jim Bob found his team facing action on two fronts as he deployed from the blue zone and looked to both acquire a crate and control a terminal. As intentions began to unfold in the second round, Jim Bob decided against splitting his team in two and pulled his units back from the terminals leaving them open for Mason. Using Fett’s superior speed, Jeff made a run for the crate on the far right which set up a clash between Vader and Fett’s support units over the crate between them. Vader began plowing through them and putting points on the board.

LordOfTheSithAs the lead began to build, Fett and Chewie got into gear with one common goal between them – stop Vader or this show is going to be over with real quick. They both put forth a good effort, getting some damage in but more importantly putting stun and weakened conditions on him. It looked like the tide might be turning at that point, but Jim Bob was able to rally with the powerful Rally command card to shake off the harmful conditions and continue the Brutality. That left Vader free to take down Fett and with double the points, easily secured the victory.

The moral of this story is: Sith Lords are mean.

FINAL SCORE

Jim Bob 52 – Mason 9 – Jeff 6

IA Skirmish Debrief – 3/3/2016

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Here we go again. Both players decided they needed at least one more turn with the lists they constructed last week before passing final judgement on who reigns supreme. Sometimes a particular map or mission can favor specific unit capabilities or strategies, and sometimes it takes some practice to really settle in with a new list. And for sure sequels and rematches are always popular in hopes that they will live up to the original.

Be sure to click the List names to the right to see the specific figures and command cards.
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Mason
Furious Furries
Jim Bob
Fett’s Alliance

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Chewbacca vs Boba Fett – Part II

swi11_previewThe Fett Strikes Back? Jim Bob definitely hopes so, but rest assured Mason and his furry gang will have something to say about that. Since both players are running the exact same lists again, it will be interesting to see what (if any) lessons were learned from the lopsided victory from a week ago.

Massassi Ruins – Lost Knowledge (Mission A)

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This map provides a great combination of objectives and combat zones for point scoring opportunities. The objective goals require players to recover lost Jedi holocrons and transport them to a communication beacon where their information can be transmitted. Each transmission will award you 10 VPs, but there are only 30 possible points so the rest of the victory must come from good old fashioned combat.

To make a long story short, those furiously furry Wookies proved too much to handle for Fett and his Imperial lackeys once again, but it should be noted that the rematch was much more competitive than the first meeting between these two lists.

ShadowOpsThe pivotal moment came at the beginning of the second round when Mason played the Shadow Ops command card, completly disrupting Jim Bob’s strategy. Fett ended up getting defeated after much of his side’s planned offensive moves were negated by the timely command card Mason drew at the beginning of the round. At that point Jim Bob went into scramble mode. He managed to scrap for 10 points with a successful holocron transmission but in the end, all of his units were defeated (curse your furiousness, you Furries!!!).

This match did highlight some of the strengths and weaknesses inherent in these two lists and some of the lessons learned by playing them again. In particular, Mason made great use of Chewie’s Protector capability which made his units extra tough to damage. Keeping his units bunched together took full advantage of that bonus especially since Jim Bob’s list lacked any units with Blast attacks. Also highlighted was the fact that Jim Bob’s list lacked any real synergy between the units which unfortunately is typical of Mercenary (aka Scum) lists right now. Hopefully as more Scum expansion packs are released it will make that faction more competitive – only time will tell.

FINAL SCORE

Mason 39 – Jim Bob 10
(army defeated)

Star Wars: Dawn of Rebellion — Episode 07

On Khubeaie, Isshtatha finds Chien, an old wookiee friend from the Imperial Slave Mines. They share a furry, growling reunion, and compare notes on the best brand of flea collar.

Rel helps Dredge construct a light saber, which he uses to dice cucumbers, carrots, and Imperial bounty hunters.

The group heads to Kwenn space station, where the Star Destroyer Relentless is docked for repairs. They must rescue undercover rebel spy, Dana Prenteen.

Daymont’s bar fight gets interrupted when his assailant is stabbed.

Carrying the stabbing victim to sick bay, Cornelius gets covered in foul-smelling disease-blood, ruining his chances of getting a date with a hot Jawa.

The rest of the rebels find Dana, but too late. She’s unconscious, surrounded by bounty hunters and an Imperial officer.

Dr. Tark Malin leaps into action and runs up to the bad guys, and says, “You found my sister!”

The bounty hunters stand confused.

Tark grabs Dana and sprints away, thanks to the power of his Rapid Happy Orb™.

The rebels kill the bad guys and run.

On the Tyranus, Tark finds Dana’s final transmission: Commander Adar Tallon, hero of the Old Republic, is alive. He’s hiding on Tatooine. The crew must find him before the Imperial bounty hunters do….

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