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Exploring the Depths of Moria

For many fans of The Lord of the Rings, Khazad-dûm holds a special place in their hearts. It’s a place shrouded in mystery, danger, and tragic history. So, when you tell your players that their journey will take them into the depths of Moria, you know you’re in for something epic.

I’m currently setting up a campaign for The One Ring RPG that sends adventurers right into this iconic and foreboding setting. The new Moria sourcebook for the game got my wheels turning, and this Saturday, we kick it off with Session 0. Preparing for a Moria campaign is about setting the tone, knowing when to push the players toward danger and discovery, and how to keep them on edge as they delve deeper into the ancient Dwarven kingdom.

When I think of Moria, I think of grandeur turned to ruin. This is something I want to evoke from the very beginning of the campaign. The Dwarves built one of the most magnificent kingdoms in Middle-earth, but now it’s a husk of its former glory. The glory is still there, but it’s buried beneath centuries of dust, shadow, and ruin.

I’m starting my campaign by giving the players a glimpse of what Moria once was. All the players will be Dwarves, tasked with venturing into the ancient city to reclaim its glory. Whether it’s through old songs, stories, or an ancient map found by their employer, they’re going to have this image in their heads of a shining kingdom carved deep within the mountains. That way, when they finally enter the halls, they’ll feel the weight of what was lost.

To set the tone, I plan on describing the sheer scale of Moria: the wide halls, the massive pillars, and the silence that weighs on them as they enter. It’s a silence filled with history—and danger.

Moria is more than just an empty dungeon crawl. There are secrets hidden in its depths. I’m planning on dropping lore and relics from Moria’s history into the campaign, giving the players a sense of discovery with every step they take. The book has a TON of really great information, wonders, and relics to lean on.

One of the key ways I’m doing this is through environmental storytelling. Every broken piece of masonry, every statue, and every crypt will tell a part of the story. They will find settlements from when the Dwarves tried to reclaim Moria, giving the players clues about what happened there before they were forced to flee.

But it’s not just Dwarves who once inhabited Moria. Other groups have passed through over the centuries. There are three different orc factions within the ruins, as well as other groups they can stumble upon. From remnants of orc encampments to signs of ancient battles, I want my players to feel like they’re uncovering layers of history with each new section they explore.

While exploration is crucial, Moria is dangerous, and my players are going to feel that from the get-go. I’m balancing the pacing between moments of awe and tension by keeping the players on their toes. One minute, they’ll be marveling at a massive underground lake, and the next, they’ll hear the distant sound of skittering feet echoing through the halls.

The best part about running The One Ring RPG is the way it naturally lends itself to balancing exploration and danger. The game’s journey system allows me to measure the toll that such a journey takes on the characters. The Shadow Points system, which tracks the creeping despair that overcomes the adventurers, will play a major role in my campaign. The deeper they go, the more I want the darkness to weigh on them. It’s not just physical danger they’ll face; it’s also the mental strain of being so far from the light of Anar.

Moria is filled with enemies, from orcs to trolls, but it’s important not to overwhelm the players right away. My plan is to build tension slowly. At first, they’ll encounter signs of danger—scratches on walls, distant footsteps—but no direct threat. As they go deeper, the hazards will become more real. Perhaps they’ll stumble upon a forgotten orc patrol, or maybe something bigger like a cave troll lurking in the shadows.

Moria is ancient, and that means crumbling passageways, flooded sections, and the ever-present risk of getting lost in the maze of tunnels. I’m using these natural hazards to create a sense of unease. Players will need to rely on their wits as much as their swords to survive.

One of the biggest challenges when running a campaign in a place as iconic as Moria is making sure the players feel like they’re shaping the story. After all, this is their adventure, and while Moria has a rich backstory, I want to make sure my players have room to leave their mark.

I’m planning on giving them decisions that will have consequences later on. Do they risk exploring the Dwarven tombs for treasures or take the safer route? Will they help restore ancient Dwarven relics they find or keep them for themselves? These choices will affect how NPCs react to them later on and will shape the overall outcome of their journey.

If you’re thinking of running your own Moria campaign, don’t be afraid to dive deep into the lore and lean into the mystery and danger of the lost kingdom. After all, who knows what lies in the shadows?