Leaf and Land
"Home is behind, the world ahead,
And there are many paths to tread."
It is the year 2946 of the Third Age, and the lands east of the Misty Mountains are astir. From the cloud-shrouded peaks high 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 Leaf and Land, you take the part of a hero 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.
Leaf and Land uses the new rules from Cubicle 7, called Adventures in Middle-Earth. It is an OGL product that uses the 5th-edition D&D rules as its core. A copy of these rules is not necessary to play in this campaign, as I will provide a description of all the major changes in the Wiki pages.
So find a good stout stick, pack your second breakfast, and get ready to begin the journey. Good luck in your adventures, and remember:
"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?"