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Adventures for The Lord of the Rings Roleplaying 5E
Trials of Saruman
"Six missions for the White Wizard. Serve him or spy on him. And perhaps, change the ending everyone knows."
What it's about
Six trials in the service of the White Wizard, before his fall
Trials of Saruman is an anthology of six adventures for The Lord of the Rings Roleplaying, the 5E adaptation of Free League's award-winning The One Ring. Heroes are sent to serve (or monitor) Saruman the White, Lord of Isengard, in the years when he is still the wisest of his order and the primary adversary of the Enemy.
The adventures in Trials of Saruman cover a period from 2965 of the Third Age up to the first moves of the War of the Ring. They can be played as standalone, evening one-shots, or in sequence as a single long campaign from level 3 to level 7. Session after session, the group's choices increase the Wizard's Shadow, changing Isengard and Saruman himself.
The heart of Trials of Saruman is not monsters, but a question: is the White Wizard's fate already written, or can the heroes still save him from corruption? It's one of Tolkien's greatest "what ifs", transformed into a playable campaign, with the editorial care typical of the line: map of Isengard, Wizard's backstory, final index.
"His knowledge is deep, but his pride has grown with it."
J.R.R. Tolkien, Gandalf on Saruman, The Fellowship of the Ring
What they say abroad
"Everything about Trials of Saruman feels perfect for LOTR fans."
Everything about Trials of Saruman feels perfect for Lord of the Rings fans.
Austin King, ScreenRant
Isengard as "a physical manifestation of Saruman's decline."
The Wizard's abode becomes the physical mirror of his decline.
Scott Baird, CBR
Four tables, one book
Who this anthology is really for
Trials of Saruman is not just "more adventures". It puts an iconic character at the center and has something concrete to offer four very different types of players.
If you are a Loremaster
You'll find six ready-to-play adventures with hooks, NPCs, a detailed map of Isengard, and a very useful final index. It's the material to say "we're playing tonight" instead of "we'll talk about it next month," at conventions as well as at home.
If you love Tolkien's lore
Saruman before his fall, carefully written: wisdom that grows and pride that grows with it. A little-explored period of the legendarium, from 2965 to the eve of the War of the Ring, featuring Isengard, Orthanc, and the valley of Nan Curunír.
If you play D&D 5E
The book is compatible with 5E rules (in Free League's refined LotR version). You bring your group to Middle-earth without relearning a system from scratch: familiar mechanics, Tolkienian atmosphere on top.
If you're looking for a "what if"
Here you can try to redeem Saruman. The group's choices shift his Shadow level, and, chapter after chapter, can change an ending everyone takes for granted. A rare premise in an official adventure.
Trials of Saruman
What you'll find in the book
Four pillars of Trials of Saruman
Six modular adventures
The Beast of Dunland, The Sea-Prince of the Shore, The Disaster of Gladden Fields, There Let Them Lie Until The End, The Quest of Moria, The Ithil-Stone. From level 3 to 7, standalone or in sequence.
Playable Isengard
Orthanc, the valley of Nan Curunír, a detailed map, the Wizard's guards and servants. A base that the group visits multiple times and that changes as the story progresses.
Saruman's decline
A system that tracks the Wizard's Shadow: each additional point changes Isengard and Saruman, down to the darkest thresholds. The group's actions truly affect the outcome.
Lore and GM tools
Playable overview of the White Wizard, backstory of Isengard and the character, final index. All designed for the Loremaster who needs to prepare and manage the table.
Honesty first
What you will NOT find inside Trials of Saruman
We tell you before, not after purchase. Trials of Saruman is an anthology of adventures, not a complete manual. Here's what it does not contain, so you know exactly what you're buying.
The core rulebook
You need The Lord of the Rings Roleplaying 5E (or adapted D&D 5E rules). This is an adventure expansion: it cannot be played alone without the system's core manual.
An Italian edition
The book is in English. A basic familiarity with spoken English is needed at the table, including proper names, places, and mechanics.
Pregenerated characters
PCs are created with the core manual. Here you will find the six adventures, NPCs, and situations, not ready-made character sheets for the protagonists.
Tolkienian flavor from minute one
The first two adventures (Dunland and Sea-Prince) are more classic fantasy and could fit in many worlds. Middle-earth becomes more central as the campaign progresses.
Total independence from other volumes
The book often refers to other manuals in the line (bestiaries, settings). It works, but having the full line makes preparation more convenient.
Miniatures or physical game maps
It's an adventure book. The maps are illustrations and references for the GM, not printed mats or tokens to lay on the table.
No surprises
To bring it to the table, you only need this
✅ You need…
- This volume plus the LotR RPG 5E core rulebook
- A set of polyhedral dice for the 5E system
- 3 to 5 players and a Loremaster
- A read-through of the first chapter before the session
❌ You do NOT need…
- The One Ring 2E (it's the twin version, choose one)
- To know Tolkien's books by heart
- Miniatures or extra game accessories
- Digital material or additional online accounts
Play the six adventures in order, at least the first time. The choices you make in the first two (Dunland and Sea-Prince) will come back later and affect Saruman's Shadow level, the true hidden protagonist. Keep track of it on a visible sheet at the table. And if the group isn't fluent in technical English, prepare a list of names and places beforehand: you'll save mid-session breaks.
"There is a moment, before the fall, when even the wisest can still choose. Tonight, that choice is in the hands of your table."
📖The six adventuresFrom 2965 to the first moves of the War of the Ring
The Beast of Dunland
The opening: disputes to resolve and a threat to hunt in the lands of Dunland. Decisions made here will return later in the campaign.
The Sea-Prince of the Shore
A second mission with a more adventurous flavor, still close to classic fantasy, but with consequences that intertwine with later choices.
The Disaster of Gladden Fields
The Tolkienian thread tightens: the Gladden Fields, a place steeped in Middle-earth's dark history, enter the heroes' journey.
There Let Them Lie Until The End
A chapter with a darker, more mournful tone, as Saruman's Shadow grows and Isengard begins to change its appearance.
The Quest of Moria
One of the most iconic missions: the depths of Moria, among the most beloved settings in the legendarium, in the service of the Wizard's plans.
The Ithil-Stone
The finale, designed for 7th level characters: the palantír and the highest stakes, where Saruman's fate can still be written differently.
🧩Volume structure and what you needWhat you open and what you need to play
The first session
How the story might begin at your table
The Delivery
The group receives the badge of the White Hand: you are now in Saruman's service. Someone, perhaps, also has a second secret assignment.
The First Mission
Sent to Dunland, among disputes to settle and a beast to stop. A concrete adventure, still with a classic feel.
The First Choice
To serve faithfully or to secretly report to someone who suspects the Wizard? Every group decision leaves its mark.
The Shadow Grows
Back in Isengard, something has changed in the White Wizard. The forges work harder, his gaze is colder. The Shadow rises.
The Crossroads of Fate
Chapter after chapter, up to the Stone of Ithil, towards an ending that your table can still rewrite.
From the box to the table
How to organize a session
Choose the format
Single one-shot for an evening, or sequential campaign starting from level 3.
Read the chapter
Each adventure must be read beforehand. Note hooks, NPCs and cross-references to other volumes in the line.
Prepare the Shadow
Keep track of Saruman's Shadow level between sessions: it's the thread of the campaign.
Play and leave consequences
The group's choices change Isengard, they change the Wizard, and they change the ending. Let them weigh heavily.
Honest comparison
Trials of Saruman and other Middle-earth 5E adventures
| Trials of Saruman | Ruins of Eriador 5E | Tales From Eriador 5E | |
|---|---|---|---|
| Format | Anthology of 6 adventures | Sandbox region to explore | Collection of short scenarios |
| Focus | Saruman and Isengard | Ruined Eriador | The lands of Eriador |
| PC Levels | 3 to 7 | Varied | Low and medium |
| Mode | One-shot or campaign | Free exploration | Single adventures |
| Tone | Intrigue, foretold tragedy | Adventurous, melancholy | Classic, varied |
| What makes it special | An iconic villain at the center, modifiable ending | A sandbox map to roam freely | Many ready hooks for Eriador |
Why it's worth 39.99 euros
Six concrete reasons to put it on the Loremaster's shelf
Saruman like never before
The first true playable portrait of the White Wizard in a modern RPG, before his fall, at the height of his wisdom.
Modifiable ending
Corruption can still be stopped. The group's choices shift the Shadow and can change a fate everyone takes for granted.
Six adventures, two uses
One-shot for a convention or a single evening, or a single campaign from level 3 to 7. The same book serves both.
Living Isengard
Map, NPCs and a base that changes with Saruman's descent: Isengard becomes the physical mirror of the Wizard's decline.
Legendary places
Dunland, the Gladden Fields, the depths of Moria, the Ithil-Stone: a tour of Middle-earth's most historically rich locations.
Dual 5E soul
Familiar 5E rules with Free League's Middle-earth touch: you already know the system, the atmosphere is Tolkien's.
How much it's worth over time
How long it will last at your table
An entire campaign
Played sequentially, the six adventures take characters from level 3 to 7: dozens of hours of gameplay and a complete narrative arc, from Dunland to the Ithil-Stone.
Bring Saruman to your table.
Reusable material
Even afterward, it remains: one-shots to re-propose with different groups, NPCs and an Isengard ready as a base for other stories in Middle-earth.
A book that remains on the Loremaster's shelf.
Real questions
The answers before buying
Is it worth it if I already play D&D 5E?
Is it difficult to prepare?
Do I need the core rulebook to play?
Is it in Italian?
Can I play it as a one-shot?
What is the difference with Hands of the White Wizard?
Trials of Saruman is the anthology of six adventures for The Lord of the Rings Roleplaying 5E by Free League Publishing, the 5th Edition adaptation of The One Ring. In Trials of Saruman, heroes serve or monitor Saruman the White in Isengard, from 2965 of the Third Age until the first moves of the War of the Ring, from level 3 to level 7. The six adventures (The Beast of Dunland, The Sea-Prince of the Shore, The Disaster of Gladden Fields, There Let Them Lie Until The End, The Quest of Moria, The Ithil-Stone) can be played as one-shots or as a campaign, with a Shadow system that allows the Wizard's fate to be changed. English edition, compatible with D&D 5E rules. Trials of Saruman is available on FroGames.it.

Lord of the Rings RPG 5E Trials of Saruman
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