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