Cubicle 7′s New Sourcebooks Take You On More Adventures In Middle-earth

February 1, 2018 by brennon

Cubicle 7 has been expanding on their awesome Adventures In Middle-earth role-playing game which uses the backbone of Dungeons & Dragons to power it. The newest release is The Road Goes Ever On, available in the US right now…

Adventures In Middle-earth - The Road Goes Ever On

This smaller supplement helps you with…

  • Extra inspiration for Journey Events and the wonders of Middle-earth
  • Helpful tables to generate and inspire encounters
  • A generation system for Middle-earth ruins
  • A selection of pre-made monster groups to drop into your Journeys
  • Battle maps for campsites
  • A new optional system for awarding XP to those characters who chose to evade combat
  • Details on places to stay
  • Guidance for awarding XP on the road
  • Dooms of Departure and Oaths of Return

The major addition here is the addition of those wonderful maps which help you plan out new adventures in Middle-earth. One of the aspects of the Adventures In Middle-earth system that really makes it stand out from regular D&D is the way those journeys are handled, with you facing many encounters along the way as well as your final end objective.

The Last Homely House

In addition to The Road Goes Ever On, they have also shown off the next region guide focusing on Rivendell.

Adventures In Middle-earth - Rivendell Region Guide

As well as allowing you to now create Noldor Elves of Rivendell, you will also find rules which focus the eye of Sauron himself upon your travelling company and set before you a more dire need to quest and adventure. Here’s what else is included within its pages…

  • Background for the Last Homely House, Rivendell, the sanctuary of Imladris.
  • Write-ups of the characters that might be encountered in Imladris, from Elrond and Arwen to Glorfindel and the White Council.
  • New Fellowship undertakings.
  • A history of Arnor, Angmar and the Rangers of the North.
  • A region guide to Eastern Eriador, including the Barrow-downs, the Trollshaws and Angmar.
  • New adversaries to face, including Ettins, Hill-men of Rhudaur and the toughest Troll of them all, the Queen of Castle Hill.
  • A bestiary of undead creatures, from Bog Soldiers and Barrow-wights to the Lord of the Nazgûl himself, the Witch-king of Angmar.
  • Rules for powerful adversaries, allowing you to customise any monster to provide a challenge for even the most heroic of adventurers.
  • A set of optional rules, the Eye of Mordor, to track how much attention the Enemy reserves for the company.
  • Rules for adding Magical Treasure to your campaign, including dozens of ready-made artefacts, some famous, others less so.

The new enemies and a more in-depth guide to the region really stand out to me. It’s awesome to see them pouring so much love into this game, making it a more and more attractive option for someone wanting to run a game in Middle-earth.

Have you tried out this system?

"It's awesome to see them pouring so much love into this game, making it a more and more attractive option for someone wanting to run a game in Middle-earth..."