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The One Ring: Oaths of the Riddermark

Oaths of the Riddermark

This book contains six loosely-connected adventures that can be strung together to create a plot arc that spans several years of game time. Or you can play any as a one-off event if that seems more appropriate to you campaign. They are all set in Rohan after the year 2955 when Thengel is on the throne, and it's assumed that the party are all Riders of Rohan or have entered Thengel's service if they are outsiders. Six pre-generated characters are provided, one of whom can be added to the party as liaison if you have already got a party of non-Riders who aren't very interested in a long-term relationship with Thengel. The people of Rohan are not too accepting of strangers, after all. (If you want to know all about them, it's probably worth getting a copy of Horse-Lords of Rohan, although there's enough of the basics here for you to be able to run the adventures without).

Each of the adventures stands well on its own, be it the hunt for a beast that's killing horses (horror!), brokering peace between bickering factions or killing orcs; but if you choose to use them all in sequence, they tell the tale of the troubles that beset Thengel during the early part of his reign, and the overarching plot concerns bringing peace and harmony to his realm. None is tied to a specific date and there's plenty of scope for you to insert your own adventures in between them. Several suggestions are presented for how to weave them in to the classic pace of The One Ring, depending on your preferences.

The first adventure, Blood on the Snow, starts in early spring and its main purpose (as well, of course, to stop whatever monster is killing horses in the Westfold region) is to bring the party to Thengel's attention and let them meet some of the great and the good of Rohan. Several companies have been engaged on this mission, and your party will be among them. Naturally, there's more going on that meets the eye, and opportunity for the party to investigate and figure stuff out as well as to fight. The end is suitably climactic.

The next adventure is Red Days Rising and it involves a diplomatic mission between a couple of feuding Marshals. Thengel has an idea that might get them to end their quarrel and wants the party to call on each in turn to persuade them to accept it. It's not all diplomancy, though, there are opportunities for more adventurous activities that may further the mission as well as satisfy those party members who enjoy a good fight! However there's plenty of interaction and intrigue too, and plenty of opportunities to win favour at Court.

Next up, Wrath of the Riders, with a summer of intrigue and smoldering rebellion awaiting the party. Plenty to do here, with peace to negotiate and the odd monster to fight. There's opportunity to take a pivotal role in affairs and have a lasting effect on the nation as a whole. This is followed by Black Horses, Black Deeds which is a quest after horse thieves. But can everybody the party meets be believed?

An autumnal adventure next, with Below the Last Mountain where there are some orc raiders to be dealt with. The party needs to hunt them down and point out the error of their ways, probably with swords. Orcs, after all, do not take hints well. The last adventure is The Woes of Winter, being set in that season, either immediately after Below the Last Mountain or in a succeeding winter. This involves a wedding which, it is hoped, will settle the feud between the two Marshals first encountered in Red Days Rising. Needless to say, there's a bit more involved that kicking back and enjoying the festivities.

Overall, this collection provides a compelling and well-balanced plot arc with plenty going on, really capturing the essence that is this particular setting. It's well worth considering, a fine addition to an excellent game.

Return to Oaths of the Riddermark page.

Reviewed: 11 December 2018