Middle-earth
Since 09/22/99 ICE no longer produces MERP products and also ceased the distibution.
On 10/26/00 ICE had closed its doors. On 11/19/01 ICE starts operating again.
More stuff and info can be found at Yahoo Group: MERP Fan Modules.

Guide to this page

Rolemaster Fantasy Role Playing (RMFRP)
Rolemaster Standard System (RMSS)
Rolemaster 2nd Edition (RM2)
Rolemaster general modules
Shadow World modules
MERP Fan Modules (non ICE, yahoo group merp-fan-modules)
Middle-earth Roleplaying Game 2nd Edition (MERP)
Sourcebooks
Campaign modules
MERP 1st Edition
Sourcebooks
Campaign modules
Adventure modules
Stuff recently added to this page is indicated by


Rolemaster Fantasy Role Playing (RMFRP)

Rolemaster Fantasy Roleplaying
5800
A new version of Rolemaster, promised to be the easiest to understand ever. You find everything for a start, but much more is possible with the companions.
Arms Law (1999 version)
5801
Remains basically unchanged to #5520. New in April 2003 as #5810.
Creatures & Monsters
5802
Encounter dragons, sprites, gorgons, saber tooth tigers and foes of all stripes, spots and scales. This is a compendium of information and statistics for creatures and encounters.
Of Channeling
5803
Contains one third of the material from #5522 Spell Law.
Of Essence
5804
Contains one third of the material from #5522 Spell Law.
Of Mentalism
5805
Contains one third of the material from #5522 Spell Law.
Character Law
5806
Character Law doubles the number of professions and triples the races and cultures that are available to Rolemaster players. It also provides more than twenty new training packages, along with new skills and skill categories. You can customize your characters using a comprehensive selection of background options: status, wealth, items, talents, and flaws.
Gamemaster Law
5807
Remains basically unchanged to #5521. A few of the mechanics setion have been revised and a major section on creating custum races has been added.
School of Hard Knocks: the Skill Companion
5808
New professions, training packages and background for non-spell-users.
Channeling Companion
5809
Within this book you will find new professions, variant rules, new options, spells and professions: the Summoner (a pure spell user that uses channeling magic to summon creatures and forces), the Warlock (a hybrid spell user that focuses on scrying, fate, etc.), and the Mythic (the religious infiltrator). Also: more than a dozen new training packages for characters to develop. Guidelines on divine status showing how much favor a character has with his deity. New critical tables for holy weapons!
Arms Law (2003 version)
5810
Update to #5801. Arms Law includes 29 individual weapon attack tables, 14 special attack tables, and dozens of critical strikes, and fumbles. Remember…it’s not the bruises that kill! The critical results are the same so cross version compatibility is retained, but they've made them a lot more colorful.
Treasure Companion
5811
Treasure Companion is designed to allow gamemasters to quickly generate normal and magical treasures to be discovered and won by the characters in their games. Inside this book are full discussions on the nature of wealth and magic in a FRPG, as well as complete item descriptions for over a hundred unique magic items, as well as tables for generating all types of treasure (including a detailed system for creating gemstones and jewelry). Three new Alchemist professions and 22 Alchemist spell lists bring these creators of magic items to life.
Fire & Ice: The Elemental Companion
5812
New spells, new professions, new training packages! A detailed set of rules covering Elemental Item creation. New version of the classic Elemental Companion (#1510).
The Armory
5813
The ICE armsmasters have selected over 50 new weapon attack tables for your combat enjoyment. Choose your weapons and slay your opponents with flair.
Mentalism Companion
5814
The Mentalism Companion explores the magic that uses the power of your character's mind. Inside you'll find four new professions; the Seer, the Astrologer, the Armsmaster, and the Enchanter. Dozens of new spell lists, new training packages, and rules for handling mental combat.
Construct Companion
5815
Whether you're looking for dependable mechanical mount or henchgolem to carry your loot, or something a little larger to batter down a castle wall, the Construct Companion has you covered. The companion is the complete guide to creating artificial entities of all kinds.
Races & Cultures
5816
Created for RMFRP and Shadow World. Included are all the core races as well as many humanoid (including centaurs), and fey races (like the Dwelf and Pech). Also included are unusual races from Creatures & Monsters, and the monster races as well.
Rolemaster Gamemaster Screen
5901
The 4 panel screen contains the most important tables for handling spell casting, maneuvering, and combat.

Standard System (RMSS)

Rolemaster Standard Rules
5500
the basics for character development and playing guidelines
Rolemaster: The Basics
5501
 
Rolemaster GM Screen
5502
who needs it?
Rolemaster Player Guide
5503
hmm, only inportant for the unexperienced - cover the basic information a player needs to know and contains 11 developed characters for varying levels
Character Records
5504
special character records for every Rolemaster profession
Rolemaster Annual 1996
5505
updated character records - and a few things of really no use
Rolemaster Annual 1997
5506
Updated character records and the spell liste for the professions released in 1997 products
Rolemaster 3 in 1
5510
Rolemaster Standard Rules, Arms Law, Spell Law in one package
Arms Law
5520
important: armor, weapons and fighting rules and tables
Gamemasters Law 
5521
ever had problems as a gamemaster? help is on the way...
Spell Law
5522
important: three realms of power with over 2000 spell descriptions
Talent Law 
5523
system for generating talents and flaws with explanation of every skill, also rules for creating balanced new races
Weapon Law: Firearms
5524
tables for every fireweapon from past to today - and 10 pages about them
Creatures & Monsters
5540
huuaaaaaa... gotcha!
Races & Cultures I
5541
Underground Cultures: learn about hobbits, gnomes, dwarfs,orcs, hobgoblin, etc.- from culture to specific racial packages and spells
Castles and Ruins
5542
the basics: design and strengh, castle life, warcraft - and of cause training packages
Arcane Companion
5600
the concept of arcane magic, some professions and new spell lists - it includes a selection of Arcane using characters as well as info on how to add Arcane magic to a campaign.
Treasures Companion
5601
A lot of special things described.
Martial Arts Companion
5602
It starts with how to get a mentor and ends with designing your own style of martial arts...
Essence Companion
5603
It provides Training packages for various backrounds, new spells list and a description of what Essence is all about.
Channeling Companion
5604
New professions and spell list, background for playing within religious settings.
Mentalism Companion
5605
The Mentalism Companion explores the magic that is mastered by the sheer power of your mind. In this book, you will find new professions, variant rules, new options, and (of course) lots of stuff for Mentalism spell users.

Rolemaster 2nd Edition

RM2
Rolemaster RPG
1000
RM2 Box
Arms Law / Claw Law
1100
RM2 - included in Rolemaster Box
Spell Law
1200
RM2 - included in Rolemaster Box
Character Law & Campaign Law
1300
RM2 - included in Rolemaster Box

Orodruin

Rolemaster Backlist Titels

All Companions provide new rules, professions and spells. Some give even more.
Some of the older Companion stuff is included in the new RMSS modules.
Rolemaster Companion I
1500
Spell Lists: Arcane lists, Druid, Nighblade, Paladin, Expansion Spell Lists
Professions: Paladin, Burglar, Barbarian, High Warrior Monk, Archmage, Nightblade, Druid, Delver
Other: Optional Charcter Law rules, Intelligent Items, Creatures
Rolemaster Companion II
1600
Spell Lists: Arcane lists, Montebanc, Chaotic Lord, Moon Mage, Noble warrior, Sleuth, Magus, Crystal Mage, Dream Lord, additional critical strike tables
Professions: Bounty Hunter, assassin, Bashkar, Farmer, Duelist, Craftsman, Cavalier, Gypsy, Sailor, Warrior, Crafter, Montebanc, Chaotic Lord, Moon Mage, Noble warrior, Sleuth
Other: Complete skill descriptions, optional skill laws
Rolemaster Companion III
1700
Spell Lists: Necromancer, Warlock, Witch, Conjuror, Sage, Runemaster, Shaman, Beastmaster, Warrior Mage, Dervish, Additional Paladin List, Arcane
Professions: Dancer, Scholar, Trader, Necromancer, Warlock, Witch, Conjuror, Sage, Runemaster, Shaman, Beastmaster, Warrior Mage, Dervish
Other: Complete skill descriptions, optional skill laws, ritual magic, Spirit Runes
Rolemaster Companion IV
1800
Spell Lists: Arcane lists, Astral Traveller, Houri, Enchanter, Individual Spells
Professions: Arcist, Astral Traveller, Houri, Enchanter, Leader
Other: Optional rules for character development, arms law, stat laws, revised ritual magic
Rolemaster Companion V
1900
Spell Lists: Forcemage, Maleficant, Wizard, Alchemist, Druid, lots of arcane lists, lists for professional guild, special lists
Professions: Forcemage, Maleficant, Wizard
Other: Optional arms laws, stat laws, new spell attac and critical strike tables
Rolemaster Companion VI
1901
Spell Lists: high level essence, channeling and mentalism lists
Professions: Romantic, Free Thinker, Seeker, Creator, Cultist (Gothic Fantasy Professions)
Other: Optional arms laws, campaign laws, skill & stat laws
Rolemaster Companion VII
1902
Spell Lists: Arcane lists, Arms Master, Elementaist, Tarotmage, Shadow Mage, Doppelgänger, Witch Hunter, Special lists
Professions: Arms Master, Elementaist, Tarotmage, Shadow Mage, Doppelgänger, Witch Hunter
Other: Optional combat laws, skill laws
Elemental Companion
1510
there are more than six elements in fantasy!
Spell User´s Companion
1520
 
Alchemy Companion
1530
the history of alchemy, books to read, involving alchemy into the play
Oriental Companion
1540
Backround material for playing in a world of Ninjas and Samurai.
Creatures & Treasures I
1400
now one creature and one treasure module in 2.Edition
Creatures & Treasures II
1410
now one creature and one treasure module in 2.Edition
Creatures & Treasures III
1430
now one creature and one treasure module in 2.Edition
Heroes & Rogues
1420
some possible NPCs - description, stats, backround
War Law
1110
playing with huge armies and rules for the battles - be warned: its still Rolemaster ;-)
Arms Companion
1120
everything for the fighting professions, training kits and more
Sea Law
1130
everything about the things on, around and in the sea - info on ship construction, battles and descriptions of over one hundred histrorical vessels

Orcs

Adventure Kits

Adventure Kits complete games within a speical setting, that base on a simple form of Rolemaster.
Like MERP you can enhance the game with RM rules, but one book is all you need to start.
Run out the Guns
4010
 Swashbuckling adventures in a caribbean background.
Written in Blood
4010
A character journal and log. You need Run out the guns.
All Hands on deck
4011
 

Campaign Classics

Very well researched modules - but poor adventures and unuseable statistics
Robin Hood
1010
Campaign background, guidelines and stats for playing Robin Hood and his merry men.
Mythic Greece
1020
 
Vikings
1030
 
Pirates
1040
17th century swashbuckling on the high seas
Mythic Egypt
1050
 

Genre Books

Rolemaster stuff not directly useable for Middle-earth, but useful for certain aspects of playing
Dark Space
1301
 
Outlaw
1302
RM in the Wild West
Time Riders
1303
A complete time travel campaign, timelines, organisations, spells lists and a couple of NPCs.
At Rapiers point
1304
En Garde - everything for playing at 17th century in europe
Arabian Nights
1305
Roleplaying in a world of Jinns, evil Vizirs, beautyful maidens and dreams of 1001 nights.
Black Ops
5700
terrorism all over the world in todays real world - with slighly american view one european affairs (you will never learn over there ;-)
Pulp Adventures
5701
covers the genre of pulp heros
Shades of Darkness
5702
Technology has spawned a darkness no one knew could exist. The human race struggles to live from day to day, torn between two evils... torn between two shades of Darkness. Shades of Darkness features new training packages, rules for blending lost technology and fantasy, guidelines on how corruption affects characters in play.
...And a 10 foot Pole
5703
The ultimate equipment sourcebook! Equipments lists from Stone Age to Modern with describtions and prices,
Nightmares of Mine
5704
This module features the horror genre. Included are horror concept for different setting (fantasy, historical, modern, sci-fi) and guidlines for setting up a story.
Ten Million Ways To Die
5705
Now it's time to leave your enemies bleeding in the gutter! Now it's time for 10 Million Ways to Die! You can add this combat system into any role playing game, replacing those hum-drum battles with life.

Shadow World Modules

Shadow World Master Atlas 4.Edition
6400
This new edition of the Shadow Wolrd Master Atlas (Kulthea)ist now compartible with all versions of Rolemaster - including RM2 and RMFRP. Included are: revised and expanded plants, beast and deamon section - expanded races section - vocabulary for Iruaric, Loari, Kugor and Erlin. A map of the western hemisphere and a detailed description of its inhabitants completes this book.
Haestra: Emer I
6401
Information on Emer: timeline, history, realms and powers, cultures and city maps of Aquitar, Port of Izar, Artha and Sarnak.
Powers of Light & Darkness
6402
Who & what are the powers that vie for domination of Shadow World? Gods, immortals, dragon lords, enigmatic alien beings. Find what really drives their thirst for power, their strengths & their weaknesses.

Click to subscribe to fan-modules

MERP Fan modules


These files are for private use only.
They are available to members of the Yahoo Group merp-fan-modules
Tales of the Westmarch
download
Randell Doty authored the MERP modules Ents of Fangorn and Dunland and the Southern Misty Mountains. During that same period, Randell submitted to ICE a manuscript for an adventure module set in the Westmarch of Calenardhon. This one is available as download directly from the authors page only!
Ardor
#3001
This revised edition of the classic ICE campaign entitled The Court of Ardor (#2500) in Southern Middle-earth strives to rectify the canonical discrepancies (concerning Tolkien's work) of the original design while expanding its scope and retaining the flavor of this exciting campaign idea. The covered area south of the Yellow Mountains is a region of several realms which strive for political and/or economic success in the region, much like in the rest of Middle-earth. Author: Thomas Morwinsky.
The Inland Sea
#3002
This module covers the Sea of Rhûn area. Author: Mike Campbell and Luke Potter, Editor: Chris Seaman. (30.06.2002)
Lindon
#3003
The focus of the book will be on culture and adventure. Information on all the major groups in the NW: Noldor, Sindar, Laiquendi, Avari, Nandor, Mithrim. Also the Dwarves of the Blue Mountains will be included. Author: Jeff J. Erwin.
The Chyan Empire
#3004
The Southern Lands: **needs new non-ICE map use
Lurmsakûn, the Ered Harmal lands
#3005
The Southern Lands: **needs new non-ICE map use
Harshandatt
#3006
The Southern Lands: **needs new non-ICE map use
The Lynerian League
#3007
The Southern Lands: **needs new non-ICE map use
Sakal an-Khâr
#3008
The Southern Lands: **needs new non-ICE map use
Anarikê
#3009
The Southern Lands: **needs new non-ICE map use
Codya
#3010
The Southern Lands: **needs new non-ICE map use
Luidor
#3011
Regional module for Luindor. Author: Gabriele Quaglia.
Urd
#3012
Regional module for Urd. Author: Gabriele Quaglia.
Myr
#3013
Regional module for Myr. Author: Gabriele Quaglia.
The Ulshyan Confederacy
#3014
Northern lands
Vothrig
#3015
Northern lands
Barl Syrnac
#3016
Northern lands
The Forest of Thûlornar
#3017
Northern lands
Úrheldor, the Land of Fire and Ice
#3018
Northern lands
Desdursyton
#3019
Northern lands
Ibav
#3020
Regional module Ibav. Author: Gabriele Quaglia.
Aegan
#3021
Eastern lands
Aegan and Karn Ord
#3022
Eastern lands
Arthedain
#3023
 
The Oathbreakers
#3024
A description of all Oathbreaker-Clans is finished. Author: Chris Seaman (Other Hands).
Near Harad
#3025
Harondor module. Author: Wesley J. Frank, Chris Seeman.
Khand
#3026
A manuscript about Khand. From a friend a got the info, that the stuff is pretty rough right know but nevertheless interessting. Author: Jesse Dallin.
Bellakar
#3027
This module covers the area between Umbar and Far Harad. Currently the focus of work is coastal Esmer. Author: Eric Dubourg, Wesley J. Frank, Chris Seaman.
Kykurian Kyn
#3028
Regional module for Kykurian Kyn.
Shadow in the south
#3029
New edition of #3900 - This revised edition of the classic ICE campaign entitled The Shadow in the South strives to rectify the canonical discrepancies (concerning Tolkien's work) of the original design while expanding its scope and retaining the flavor of this exciting campaign idea. Author: Eric Dubourg, Cory Rushton
Tulwang and Anbalukkhôr
#3030
Extensive description of Tulwang and Anbalukkhôr. Author: Eric Dubourg, Cory Rushton
Flooded Mines of Belegost
#4001
Adventure
The Cult of the Long Night
#4002
Adventure
Sinister Secret of Saltmarch
#4003
Adventure
The Mind's Eye
#4004
Adventure
Myth of the Teregond
#4005
Adventure
Caravans on the Old North Road
#4006
Adventure
MERP
MERP is a simple but nice roleplaying game based on Middle-earth. There are six professions and different races, some spells and many modules supporting the backround world. They refer to the special flair of Middle-earth, and ICE is getting better all the time. The modules are mainly for 1640 T.A., 1378 years before the War of the Rings. At the moment they are distributing the second edition. 

Middle-earth Roleplaying Game

2nd Edition
MERP Rulebook Collector´s Edition
2000
MERP Rulebook
2001
MERP Accessory Pack
2002
MERP Campaign Guide
2003
MERP Combat Screen
2004


Gandalf the Grey

Middle-earth Sourcebooks and Reference Works

MERP 2nd Edition time released
Peoples of Middle-earth - Valar and Maiar
2006
This compendium documents the Valar, their immortals servants the Maiar and the fallen onw like Sauron and the Balrogs.
Peoples of Middle-earth - Elves
2013
Each of these proud and gifted immortals is fully described in terms of appearance, motivation, characteristics, background, and game stats for MERP and Rolemaster.
Treasures of Middle-earth
2010
 
Creatures of Middle-earth
2012
 
Poster Map of Middle-earth
2008
 
Minas Tiith

Middle-earth Sourcebooks and Reference Works

MERP 1st Edition time released
A Campain and Adventure Guidebook for Middle-Earth
2100
24"x36" color map of Middle-earth
Middle-Earth Adventure Guidebook
2200
revised as #2003
Middle-earth Adventure Guidebook II
2210
Sindarin/Quenya-English dictionary!!!
Northwestern Middle-earth Map Set
4001
One of the best ideas - but also one of the worst productions. All formerly published maps in one book with all the missing parts seperate. It could have been a set of matching maps covering the whole northwest of Middle-earth - but it is just crap. Only buy it if you need the maps and can not get the old modules inculing them.
Northwestern Middle-earth Gazetter
4002
as 1640 T.A. in the libary of Minas Tirith - descriptions on land, cities and villages
Lords of Middle-earth I: the Immortals
8002
Valar, Maiar and Elves
Lords of Middle-earth II: the mannish races
8003
Compendium of human NPCs drawn form Tolkien or invented by the authors.
Lords of Middle-earth III
8004
Hobbits, Dwarves, Ents, Orcs & Trolls
Creatures of Middle-earth
8005
Compendium of animals and monsters.
Treasures of Middle-earth
8006
 
Angus McBrides Characters of Middle-earth
8007
 

Saruman

Campaign Modules for Middle-earth

MERP 2nd Edition time released
Campaign: Palantir Quest
2009
Fouth Age: a quest for the two Palantiri lost in Forochel after the death of the last king of Arthedain. 
Campaign: The Kin Strife
2015
Gondor around 1432 T.A., after the death of King Valacar - great stuff!!!
ME Realm: The Shire
2017
have a look at the Hobbits
ME Realm: Angmar
2018
Witch Kings Realm north of Arthedain
ME Realm: Mirkwood
2019
featuring Sauron, he is the bad guy :)
Citadell of ME: Minas Tirith
2007
The capital of Gondor - npcs, trade, city life and a city description. Very few changes to the first edition #8301.
Citadell of ME: Moria
2011
the old mountain of the dwarfs
Citadell of ME: Dol Guldur
2014
the home of the bad guy :)
Citadell of ME: Lake Town
2016
go to Esgaroth, where Bard will kill Smaug
Southern Gondor: The People
2020
lots of of people and adventures
Southern Gondor: The Land
2021
lots of stuff about the land, climate, fauna, flora
Arnor
2005
the same as in the two other Arnor modules together, only a bit less
Arnor: The People
2022
the nothern kingdom around 1640 T.A.
Arnor: The Land
2023
Lords and Families - intrigues and lifestyle
The Northern Waste
2025
The icy winds of Forochel, adventures in the far north. A look at the life of the Lossoth, the remains of Illuin and powerful people form a dangerous place for adventures. 
Hands of the Healer
2026
Descriptions for the healing professions from all over Middle-earth. You get a view on healing from the point of view of several cultures as well as herbs, professions and spells.

Woman in Black

Campaign Modules for Middle-earth

MERP 1st Edition time released
Angmar
2300
also as new 2nd Edition #2018
Umbar
2400
The home of the Corsairs and black Numenorians, the city map gives a closer look to Vinyamar and the old port as in the Umbar-map in 2nd Edition #2021 Southern Gondor: the Land.
The Court of Ardor
2500
THAT is power, don´t mess with them - southern ME
Northern Mirkwood
2600
revised as Mirkwood #4010
Southern Mirkwood
2700
revised as Mirkwood #4010
Isengard and Northern Gondor
2800
visit Sarumans Tower
Moria, the dwarfen City
2900
also as new  2nd Edition #2011
Rangers of the North
3000
a bit of Arthedain
Riders of Rohan
3100
Ride with the Rohirrim as they struggle against the hordes of Easterlings and the Orcs of the White Hand. This package covers three separate periods: their existence on the Rhovanion plain before the war with the wainriders, their life in the vales of the Anduin and the war against Scatha the Drake and their settlement in Rohan.
Mount Gundabad
3110
more Orcs than you will like
Greater Harad
3111
The city of Tul Harar - home of men and elves - is the last free city of the seven cities of Sirnay. Still the clan Masra is searching the legendary weapons of Obed - hoping to overthrow the searvants of darkness ruling in Tul Isra. Lots of info for a campain in this merchant-dominated region - and Tul Harar certainly has a flair of its own...
Gorgoroth
3112
Everthing on orcs you can imagine, the Nazgul and major places of interest: Mount Doom, Carach Angren, Barad-wath and Ostigurth - city of death. Not recommened for holidays...
Grey Mountains
3113
the land of dragons and dwarfs in the north
Lorien
3200
including Ost-in-Edil - the Halls of the Elven Smiths
Heavens of Gondor
3300
featuring Belfalas and the Port of Dol Amroth
Sea Lords of Gondor
3400
Featuring the port of Pelargir and all minor ports in Lebennin. You also get info on culture, polictis, economy, fauna and flora of this region. Special: ships from Gondor, Umbar and the Haradim and military statistics of Gondor. Also a couple of adventure suggestions.
Ents of Fangorn
3500
including the all time favorite starting level orc raid in Tir Limlight
Dunland and the Southern Misty Mountains
3600
never heard of Amon Lind? you got to :)
Lost realm of Cardolan
3700
the shattered numenorian kingdom of Cardolan
Far Harad, the scorched land
3800
Information about Bozisha-Dar, the Haradan tribes around, the holy city of Tresti and Tûl Poak in the Mirror of Fire. Lots of background stuff for adventuring Far Harad. Of cause the servants of darkness are at work in the Raj - you will see...
Shadow in the south
3900
get to know Nazgûl Arkorahil and his Warlord Sangarunya
Mirkwood
4010
also as new  2nd Edition #2019
Empire of the Witch King
4020
Angmar again
Minas Tirith

Cities and Fortresses of Middle-earth

MERP 1st Edition time released
Fortress of ME: Weathertrop, Tower of the Wind
8201
 
Fortress of ME: Teeth of Mordor
8202
 
Fortress of ME: Calendhad
8203
 
Fortress of ME: Halls of the elven King
8204
 
Fortress of ME: Nâzgul´s Citadel
8205
Arkôrahils home in the south
Minas Tirith
8301
also as  2.Edition #2007
Minas Ithil
8302
the city of arts and wisdom

Adventure Modules for Middle Earth

MERP 1st Edition time released
Bree and the Barrow Downs
8010
 
Mouth of the Entwash
8011
low-level adventures in nothern Gondor
Warlords of the Desert
8012
adventures in the southern region of Middle-earth
Dark Mage of Rhudaur
8013
nasty guys in eastern Arnor, 1640 T.A.
Rogues of the Borderlands
8014
 
Forest of Tears
8015
In Suza Sumar live small people called Honnin. They form a symbiotic life with Taveri living as their local gods, but the servants of darkness are on their way again. Silly Adventures :(
Ghost Warriors
8016
 
Dagorlad and the dead marches
8020
Miruimor - one of Saurons spies - has a outpost on the Dagorlad. Really interesting adentures, and a wicked beauty...
The tower of Cirith Ungol
8030
 
Hillmen of the Trollshawns
8040
Cameth Brin - stronghold of the Witch Kings men in Rhudaur. The Hillmen are hostile to strangers - even if they come the the power of Angmar. One of the best of the early ones :)
Thieves of Tharbad
8050
A rotten town - brigands and thievery and a gondirian garrison without hope...
Erech and the Path of the death
8060
visit Erech in Gondor, the haunted place of the oath breakers
Goblin Gate and Eagle´s Eyrie
8070
Orcs aren´t as bad if you know them, are they?
Rivendell, Elronds House
8080
the famous house of Elrond, Glorfindel and all the others from the LotR
Brigands of Mirkwood
8090
 
Haunted ruins of the Dunlendings
8101
 
Phantom of the Northern Marches
8102
 
Trolls of the Misty Mountains
8103
 
Pirates of Pelargir
8104
Raiders in the Bay of Belfalas, a journey around the ports of Belfalas, Lebennin and Harondor.
Gates of Mordor
8105
 
Assassins in Dol Amroth
8106
nasty assassins in the capital of Dor-en-Ernil, 1640 T.A.
Woses of the Black Wood
8107
a nasty dark temple and a bit about the woses
Raiders of Cardolan
8108
 Adventures in the shattered realm of Cardolan.
Ghost of the Southern Anduin
8109
 
Perills on the sea of Rhûn
8110
fight Saurons servants around 1000 T.A. in Dorwinion - a dark cult trys to kill every magic user whos not on the dark side
Denizens of the Dark Wood
8111
 
Hazards of the Harad Wood
8112
Four adventures for different levels in the lands south of Suza Sumar near Bozisha-Dar. Secrets lurk behind every corner and the servants of darkness are all over the palce.
The Necromancers Lieutenant
8113
Necromancer? Sauron as many names! Compete against orcs and magic in southern Mirkwood.
River Running
8114
Dorwinion around 1640 T.A., many short adventures for mainly low levels - and a bit of background on land famous for its wines.

roleplay.dol-amroth.de the sign of the black rose www.dol-amroth.de

My counter slave says that countless visitors have
entered this gothic ruin since January 27, 1996.