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Lord of the Rings Adventure Middle Earth RPG (5E)

Delve deep into Tolkien's Middle Earth with fellow adventurers as we make our way over the Misty Mountains, through the treacherous Mirkwood forest to the Dwarven hold of Moria and beyond; endless opportunities await!
Keith (M.A. Military History)
Average rating:
5.0
Number of reviews:
(362)
Class

What's included

1 live meeting
1 hrs 30 mins in-class hours per week

Class Experience

US Grade 8 - 11
“It’s a dangerous business, Frodo, going out of your door,” he used to say. “You step into the Road, and if you don’t keep your feet, there is no knowing where you might be swept off to. Do you realize that this is the very path that goes through Mirkwood, and that if you let it, it might take you to the Lonely Mountain or even further and to worse places?”

Fantasy role playing is akin to a living novel where the players are the main characters. Everyone combines to write a story which is never short of adventure. They help create a new land and strange new tales. Each module is based on extensive research and attempts to meet the high standards associated with the Tolkien legacy. Rational linguistic, cultural, and geological data are employed. Interpretive material has been included with great care, and fits into defined patterns and schemes. This class will follow the basic contours of Tolkien's works, but will be more of an important cultural "sandbox" within which the players can immerse themselves in the world of Middle Earth. 

This is a great class for students who will be reading Tolkien's work in high school!

It is the year 2946 of the Third Age, and the lands east of the Misty Mountains are astir. From the cloud-shrouded peaks above the High Pass to the spider-infested gloom of the forest of Mirkwood, paths long-deserted are trodden once again. Busy merchants carry their wares to new markets, messengers bring tidings from foreign realms, and kings send forth armed men to extend their influence and the rule of law. Some say that a new age of freedom has begun, a time for adventure and great deeds to reclaim glories lost in long centuries of oppression and decline.
But adventures are not really things that people go out and look for. They are dangerous and rarely end well. While it is true that a handful of valiant individuals set out to make their mark on the world, for others it seems that adventure chooses them, as though it is the path they are fated to tread. They are restless warriors, curious scholars and wanderers, always eager to seek what was lost or explore what was forgotten. Ordinary people call them adventurers, and when they return successful, they call them heroes. But if they fail, no one will even remember their names...

In Tolkien's Middle-earth a D&D Immersion Experience, you take the part of the heroes of Middle Earth. You will travel the land, uncover its secrets, take part in its unfolding history and encounter its inhabitants and legends. As the Shadow creeps back across the lands of the Free Peoples, you will uncover hints of what is happening, and have the chance to play a part in the struggle against the Enemy.

Setting
Tolkien Adventures in Middle-Earth is set in the period between the conclusion of the events narrated in The Hobbit and the culmination of the terrible struggle described in the pages of The Lord of the Rings – the Twilight of the Third Age. Encompassing more than seventy years, this time is ushered in when Bilbo the Hobbit finds the Ruling Ring, and finds its end many decades later with the final confrontation between the Free Peoples and the Dark Lord Sauron, and the destruction of the Ring. It is an exciting time, offering plenty of opportunities for imaginative adventuring in a land witnessing the end of an era.

In this D&D Immersion experience, the game introduces the dangerous lands known collectively as Wilderland and covers the years immediately following the adventures of Bilbo the Hobbit and his companions. This region provides an excellent starting point for players entering Middle-earth for the first time, and recent events have brought the area to the forefront of history. There are endless encounters adventurers can participate in and all are tied to the Tolkien legacy, thus embodying both fun and relevance. 

Students need not be familiar with Tolkien's works to enjoy this D&D Immersion experience. They will, however, feel as if they are very familiar with the denizens, geography, and the world of Middle Earth after they have played. What a great primer for a thorough, meaningful enjoyment of all of Tolkien's works! 

Ideally, in keeping with the setting and story of Tolkien's works - students should choose to be Humans, Halflings, Elves, Half-Elves, or Dwarves. Students may choose to any "official" D&D 5E class (Ranger, Fighter, Wizard, etc.) . We will start off as first level characters, which we will roll up together during "Session Zero". The game itself will be played according to the rules of D&D 5E, but the setting and story lines are all immersed in the world of Tolkien's Middle Earth. Students must have a Roll20 account (free) in order to participate in this class. I will not be able to "screen share" my DM screen with players on Zoom due to revealing tricky orcs and trolls waiting to ambush you, so please ensure you have reliable Internet and a Roll20 account, thank you. (If you have never played D&D - no worries, we will coach and guide you along the way - just come with a willingness to Explore, Role Play and (sorry) fight scarry Orcs!. 

This is an On-going class, students may join at any time. Ideally you should contact me upon signing up so that we can prepare you for your first day of playing the game. I will set up a free consultation for you and discuss everything you will need to know to feel comfortable joining the group. Having new characters " drop in" will be good for you and good for the group. If you do decide to "drop in" on the day of class then I will have a pre-generated character for you to play. 

The dates and topics below is a general scheme - We will follow the Three Pillars of Adventure, inherent in all role playing games (RPGs), therefore it may take us longer as we take our time exploring, role playing and fighting our way through Tolkien's Middle Earth. Thus, with the exception of "Session Zero" orientation - a Session might last 4 weeks or more. We do not rush our imaginations in D&D Immersion Classes. I literally have hundreds of adventures prepared, hence why this is an On-Going class - with such a fantastic world Tolkien created the possibilities are endless!

FIRST CLASS Session Zero - Introductions, character creation, discussion of the game concept, sharing ideas about Middle Earth.

Week of  13 October- Exploring the Wilderlands

Week of 17 October-The Trolls of Mirkwood

Week of 25 October - Eriador and the Rangers of the North

Week of November - Rivendell and the House of Elrond

Week of November - To the Gates of Mordor

Week of December - Seeking Allies in Gondor 

Week of December - The Dwarves of Moria

Week of January - The Return of the Dragon

Week of January - The Pirates of Pelagir

Week of February - The Defense of Minas Tirith

(Many more adventures, too many to list here! The class will continue (of course) based upon the decisions of the adventurers and what directions they wish to go in Middle Earth)

While we will not be reading The Hobbit or Lord of the Rings in class, it is highly encouraged that the students either read the books or they conduct some research which will allow them to role play their D&D Middle Earth character with more confidence. 

This class is certainly a D&D experience, however, for anyone who loves the works of J.R.R. Tolkien you can begin the process of IMMERSING yourself in the world of Middle Earth. This will increase your enjoyment of this classic English Literature topic. 

THIS class MUST have a minimum of 3 adventurers.
Learning Goals
Students will gain a thorough understanding of Tolkien's Middle Earth through their experience in this class. 
Students will become familiar with the denizens, geography, and setting of Tolkien's works.
Students will be part of the legend and lore associated with Middle Earth.
Students will learn about the Three Pillars of Wisdom of D&D (inspired by Tolkien by the way)
Students will learn about problem solving and creative thinking skills.
Students will learn to cooperate as a team to overcome adversity.
learning goal

Other Details

Parental Guidance
This is an immersive literature experience using "the world's most popular role playing game"(D&D) as the vehicle for immersion. The Three Pillars of Adventure (exploration, role playing, and fantasy combat) are an inherent part of this class. Combat against monsters or evil wizards will be managed within the context of Tolkien's works and the nature of the D&D experience. All sessions will maintain an age appropriate without overdoing the combat aspect. If your learner is already a Tolkien fan and enjoys RPGs then this is a fantastic opportunity. If your learner has yet to experience Tolkien, then there is no better introduction. This class can be a solo adventure - contact me for details.
External Resources
In addition to the Outschool classroom, this class uses:
  • Roll20
Sources
Of course my main source is Tolkien, however there are a vast number of RPGs which are wonderfully clever and faithful to Tolkien's genius. I will be using Adventures in Middle Earth (5E) Player's Guide September 7, 2016 Loremaster's Guide January 31, 2017 Wilderland Adventures April 19, 2017 Rhovanion Region Guide July 5, 2017 The Eaves of Mirkwood & Loremaster's Screen July 31, 2017 The Road Goes Ever On August 29, 2017 The Mirkwood Campaign November 9, 2017 Rivendell Region Guide March 13, 2018 Eriador Adventures May 23, 2018 Bree-land Region Guide March 14, 2019 Lonely Mountain Region Guide August 9, 2019 Erebor Adventures September, 2019 Rohan Region Guide November, 2019 I will use the MERP (Middle Earth Role Playing) Books I have gathered over the years. Literally ENDLESS campaigns and adventures. Angmar: Land of the Witch King (1982) A Campaign and Adventure Guidebook for Middle-earth (1982) Umbar: Haven of the Corsairs (1982) The Court of Ardor in Southern Middle Earth (1983) Isengard and Northern Gondor (1983) Northern Mirkwood: The Wood-Elves Realm (1983) Southern Mirkwood: Haunt of the Necromancer (1983) Bree and the Barrow-Downs (1984) Combat Screen and Reference Sheets (1984) Dagorlad and the Dead Marshes (1984) Hillmen of the Trollshaws (1984) Moria: The Dwarven City (1984) The Tower of Cirith Ungol and Shelob's Lair (1984) Erech and the Paths of the Dead (1985) Goblin-Gate and Eagle's Eyrie (1985) Haunted Ruins of the Dundlendings (1985) Moria, the Dwarven City (1985) Rangers of the North: The Kingdom of Arthedain (1985) Riders of Rohan (1985) Lords of Middle-earth, Volume I (1986) Lórien & The Halls of the Elven Smiths (1986) Phantom of the Northern Marches (1986) Thieves of Tharbad (1986) Trolls of the Misty Mountains (1986) Assassins of Dol Amroth (1987) Brigands of Mirkwood (1987) Dunland and the Southern Misty Mountains (1987) Ents of Fangorn (1987) Gates of Mordor (1987) Havens of Gondor ... Land of Belfalas (1987) Lords of Middle-earth, Volume II (1987) Lost Realm of Cardolan (1987) Pirates of Pelargir (1987) Rivendell: The House of Elrond (1987) Sea-Lords of Gondor ... Pelargir and Lebennin (1987) Weathertop, Tower of the Wind (1987) Woses of the Black Wood (1987) Creatures of Middle-earth: A Bestiary of Animals and Monsters (1988) Far Harad, the Scorched Land (1988) Halls of the Elven-King (1988) Minas Tirith (1988) Mirkwood: The Wilds of Rhovanion (1988) Mouths of the Entwash (1988) Raiders of Cardolan (1988) Shadow in the South (1988) Teeth of Mordor (1988) Dark Mage of Rhudaur (1989) Denizens of the Dark Wood (1989) Empire of the Witch-King (1989) Forest of Tears (1989) Ghosts of the Southern Anduin (1989) Lords of Middle-earth, Volume III (1989) Middle-earth Adventure Guidebook II (1989) Mount Gundabad (1989) Perils on the Sea of Rhûn (1989) Treasures of Middle-Earth (1989) Warlords of the Desert (1989) Angus McBride's Characters of Middle-earth (1990) Calenhad, a Beacon of Gondor (1990) Ghost Warriors (1990) Gorgoroth (1990) Greater Harad (1990) Hazards of the Harad Wood (1990) Rogues of the Borderlands (1990) The Necromancer's Lieutenant (1990) Minas Ithil (1991) Nazgul's Citadel (1991) River Running (1992) The Grey Mountains (1992) Palantir Quest (1994) Kin-Strife (1995) Hands of the Healer (1997)
Joined September, 2020
5.0
362reviews
Profile
Teacher expertise and credentials
Master's Degree in History from American Military University
Bachelor's Degree in Education from University of Maine at Farmington
Bachelor's Degree in History from Acadia University (Nova Scotia, Canada)
As with my other immersion adventures, I wish to share my life long interest in this RPG format. Having taught for the past 30 years I have found the best way to "get students to learn" is to involve them in the learning. Having the student vicariously live in Middle Earth and problem solving in Middle Earth is the best way for them to truly understand Tolkien's genius. 

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Live Group Class
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$35

weekly
1x per week
90 min

Live video meetings
Ages: 13-18
3-7 learners per class

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