The Mirkwood Campaign (GM Sarah) (Inactive)

Game Master Sarah 'queen' B.

BATTLE MAP I MIRKWOOD I RHOSGOBEL



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Hello, I'm looking for 1 or 2 players to join my existing Mirkwood campaign (modified D&D 5E rules using the Crucible 7 system).

I started with five players, lost one before the game even started and am now down to 3:

Hobbit of the Anduin Vales Treasure Hunter
Dúnedain Warden
Barding Scholar (planning to multiclass to Warrior)

I would prefer characters tied to either the Woodmen or the Wood Elves just to make it easier to fit you in to the game. I'm willing to be flexible on this, for example the Dúnedain is tied in by parentage and the Barding by marriage. This reallly isn't the campaign to play someone from Rohan or Minas Tirith, though.

More details on the campaign setting:
When Bilbo Baggins went There and Back Again, the worst he had to contend with at home was the Sackville-Bagginses stealing his spoons. Frodo went to Mordor and returned to find the Shire wounded, but he still left a place of comfort and safety to travel far into danger. In the Mirkwood Campaign, you do not have the same luxury. Danger is not over the Misty Mountains and far away – it is right outside your door. What is threatened by the growing Shadow are your homes and your way of life.

The Mirkwood Campaign is the telling of a long defeat for the Free People of the North. By the time of the War of the Ring, Mirkwood is again a place of horror. The Woodmen are barely mentioned and may be scattered or destroyed, Beorn and Radagast are gone and the Woodland Realm is isolated. The Shadow returns to the forest, and Dol Guldur is restored to become the starting point for large-scale attacks against Lórien and the Woodland Realm.

The Mirkwood Campaign places you in the middle of that coming war, alongside those who fight the shadow that threatens to engulf the forest and subjugate all those who live near and inside it. Can you change what has been written? Will you succeed in weakening the power in Dol Guldur and protecting the folks that live in the forest? Even if the forest is lost, can you save your own families and friends from slavery and death? Can you preserve the treasures kept by the Woodmen? Can you salvage something from the ruin? Your characters may not live to see the downfall of the Enemy, but they can give hope to the future.

The emphasis of the Mirkwood Campaign is on personal tragedy. The campaign works best if your characters have a stake in Mirkwood. Ideally, most of your characters will come from the Free Folk who live in or around the forest – either Wood(wo)men, Beornings, perhaps even a Silvan Elf. Over the course of the campaign, you will be offered the chance to invest in your communities, to establish and tend to Holdings, to make friends and allies, possibly even to become leaders in your communities, marry and have children.

Thanks for your interest. I'm happy to answer questions you may have.


I am not familiar with the crucible system at all but the soul is willing.


Hey all, I might be interested in jumping in as a player. It's been awhile since I've been able to jump in on that side of the table.


Also interested! Going to write up an Elvish Wanderer.


I'm thinking of a Barding Wanderer most likely. How are you doing stats? Point buy, dice roll, array?


Edelsmirge wrote:
I am not familiar with the crucible system at all but the soul is willing.

I meant to write Cubicle 7, I made a mistake. Their Middle_Earth campaign setting used to be on RPG Drivethru but I don't think it's there anymore. It uses the 5e rule system but they rewrote a lot of it (no magic, for example). I don't think it will work if you can't get hold of a sourcebook, sorry.

Taimat wrote:
Also interested! Going to write up an Elvish Wanderer.

I look forwadr to seeing what you come up with.

Tareth Ravensgaurd wrote:
I'm thinking of a Barding Wanderer most likely. How are you doing stats? Point buy, dice roll, array?

Good question and I should have said that upfront. It's a standard 5e 27 point buy.

Bardings are fine but it would be helpful to know why your character becomes intersted in the fate of a people hundreds of miles away on the other side of Mirkwood from their hometown.


I am able to access a copy of the players handbook from a friend and use it, and he dropped it off for me to have a look. All praise the Adventurers Gaming Guild!

On to what I would like to try. I am looking at an elvan warrior going toward knight and doing a bit of elvish magic with virtues.


You know what after looking at the party dynamic I think a beorling slayer fury frontliner age weary fellow is just the guy for this party. Someone with an axe to grind vs the shadow who has seen a thing or two.


Backstory for Guthrim Gimbolsson, Barding Emissary of Dale:
Guthrim Gimbolsson hails from Laketown, but now considers Dale his home. His family were some of the earliest settlers to travel to Dale and help resettle the city with now King Bard following the Battle of Five Armies. But young Guthrim has never been one to stay in one place overly long. When living in Laketown, he accompanied multiple merchant expeditions up and down the Running and Anduin Rivers for his families business. The wanderlust continued even after his family moved to Dale.

For much of his young adulthood, his father considered his son's wanderlust to be something of a phase that simply needed to run its course. Eventually Guthrim would settle down to take over the business. But now with more and more trade opportunities opening up and King Bard reaching out to other leaders among the Free People of the North, Gimbol sensed a bigger role his progeny might play. One that could bring more wealth and power to the family. Using his own influence with the king he secured an official role for Guthrim as one of Dale's Emissaries to Peoples of Wilderland.

Knowing the role came from his father's connections and desire to expand trade and influence didn't deter Guthrim. He accepted it wholeheartedly, believing completely in Bard's dream of bringing the Free People closer together. Perhaps even uniting them under a single banner. For his travels taught him many things, but most of all that evil still lurks in the wilds of the north. Recent events may have set the Shadow back, but by no means was it erased from the land. If they were to survive, then all the Free Peoples needed to work together to do so.

So the easy going, gregarious Barding eagerly accepted his most recent task from the king to travel across Mirkwood and along the Anduin to establish relations with the Woodmen of Rhosgobel and any other settlements he might encounter along the way.

Will put together full stats and sheet if I make it in.

Dark Archive

Please see Netzer for consideration. Still working on finer points and more background


GM: I just noticed the lack of Woodmen. I could rework Guthrum into a Woodmen culture if that would be better for the campaign.


Nezter, one thing to think about is that things have got MUCH better recently. The Necromancer was expelled from Mirkwood 5 years ago, and the goblins were all defeated, so the last few years have seen the Foresters, Beornings and Wood-elves actually able to reclaim some of the lands which they had previously lost to the shadow. This means that you can do a alot of "we had it worse back in my day" but also it migth make sense for his sister/family to have been killed by servants of teh Necromancer, if you want to make his grief that bit less recent (at least one existing character has suffered a recent loss and I don't want to crowd them out.) Anyway, I look forwad to more details.

Tareth: that might help, but don't feel you have to make the change just for the sake of it. Your Barding looks fine to me. I'm good either way. Also, I don't need full stats but if you could let me have some idea on your point buy and whether you are going to be Dex or Str based fighter and whether melee or ranged, taht would be helpful.


Well, I was playing a woodwomen in another game, was going to try something different. But I might actually make the switch since the culture will probably be much more interesting with the campaign staying based in Mirkwood. I will probably lean DEX and ranged, but not be totally worthless in melee. And going Woodmen, means I'll very likely take the Hound of Mirkwood virtue which is a nice sink for Fellowship Phase growth. Will stick with Wanderer. Stats will not be min/max most likely all between 11 and 14 prior to adjustment. Background would shift to Lure of the Road for Weather Lore.


Alright, I have a decision.

Tareth, welcome to the group. Please put an alias together and join us in the discussion thread. I will get you involved in the game asap.

Thank you to everyone else who expressed interest.


Great. Thanks for having me and looking forward to it. I should be able to get an alias posted this afternoon.

Dark Archive

If you find you want another pick let me know and good luck!


Wow this looks really cool! Mind if I read the gameplay?

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