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Middle-Earth Role Playing Games (MERP'S) from Iron Crown Enterprises (ICE)

Relevant Lord of the Rings and Middle-Earth MERP Games Searches:

Middle-Earth Role Playing Games (MERP) 1

Middle-Earth Role Playing Games (MERP) 2

Middle-Earth Role Playing Games (MERP) 3

Hillmen of the Trollshaws

Darker than Darkness

Lorien and the Halls of the Elven-Smiths

....More
Shown Left Top (2 Photos): The Hobbit - The Lonely Mountain; Lair of Smaug
Iron Crown Enterprises
1984

Shown Left Bottom: The Hobbit - Battle of Five Armies
Iron Crown Enterprises
1984
#7200

 

Hillmen of the Trollshaws
1984
#8040
35 pages
Hillmen of the Trollshaws details the lands of western RHUDAUR. Adventure in the rocky highlands near Cameth Brin, where Trolls and the ghosts of Petty–Dwarves haunt ancient caverns.
The ominous shadow of Cameth Brin, the "Twisted Hill," looms above the oaks and elms of the Trollshaws in central Rhudaur. Until the Third Age, few men dared to come near this dreadful place; many would–be explorers feared the presence of evil spirits, while others were scared off by the unnatural appearance of the hill itself. Cameth Brin rises 830 feet above the only vale in all the Trollshaws that might otherwise be called fair. Its base is a steep but natural hill, but from this foundation erupts a tortured outcropping of naked black granite that leans impossibly far over the southern face. It looks as if a sparrow's sneeze would send the craggy top tumbling down upon the town and the valley below. But rest assured – Cameth Brin will endure far worse than sneezes. Early in the Third Age, Men gained mastery over Cameth Brin for a time, and they built upon it a mighty fortress dominating all the western Trollshaws, the most important region in the rugged and mostly unsettled lands of Rhudaur. The warped shadows of Cameth Brin fall heavily upon the affairs of Men in this wild and bleak country, for they have succumbed again to the powers of evil. Herein are told four tales of the Twisted Hill, stories that tell much of the unhappy history of Rhudaur and its peoples. The first tale concerns Hill–trolls, the second, Miffli the Petty–Dwarf, the original master of Cameth Brin, and how the Dunedain of Amor wrested the heights from him and his evil forces in T.A. 162. A third story tells of the desperate attempts to rescue the Princess Alquawen from the clutches of King Broggha and the Evil Elfmaiden, Korekalwen, in T.A. 1671 . The tale is yet to be told in its final form: it narrates the recovery of the ruins of Cameth Brin from the foul Ores and Trolls that abide there at the dawn of the Fourth Age. 

Treason at Helm's Deep
 1988
160 pages
You are a young warrior of Rohan. On the eve of battle, you witness a veteran Rider conferring with an arch-enemy. Is the Rider a traitor or a counter-spy passing false information to your foes? You resolve to find out and immediately plunge into adventures beyond your wildest imaginings. Before the tangles plot is resolved, you must do battle with Saruman and his minions and defend the walls of Hornburg at the climatic Battle of Helm's Deep in this thrilling second gamebook of the Middle-Earth Quest series. 

The Grey Mountains
1992
#3113
144 pages with 4 pages of color maps and 4 pages of B/W maps
 

Darker than Darkness
1985
#LR1
"Darker Than The Darkness" is the first sequel to the Lord of the Rings Adventure Game. On the downs southeast of Bree, you must defeat a dread foe or face a fate worse than death. Then challenge the Bandit–king who rules the Great East Road.

 

The Fellowship of the Ring
1983
Number: 7100
Contents: The game contains: 21x26 full colored map boards. 22 illustrated playing cards, 65 plastic playing pieces, 40 die cut counters, rulebooks, card displays, charts and tables.

Lorien & the Halls of the Elven Smiths
1986
#3200
64 pages of adventure with 8 full color map pages

 

MERP Accessory Pack


 

 

Isengard and Northern Gondor
#1000 - 1983
#2800 - 1987, 2nd Reprint
48 pages and 8 pages of color maps

 

Far Harad: The Scorched Land
1988
#3800
56 pages with 4 pages of color maps and pages of B/W maps
Far to the south of the warring realms of Gondor and Mordor, lies an area of harsh winds and blazing sun known to its inhabitants Bozisha-Miraz. It encompasses the lower half of the great desert of Haradwaith, and area labeled Far Harad on the maps of the northern world. Its watering holes and seaports teem with trade and intrigue - its wilds hold ancient mysteries and untold dangers. Though the region is little more than arid highlands, tortured canyons, and a half-score of oases, adventure and high-living await you under the southern sun of Far Harad. Adventurers find Far Harad rich with challenge. In the port city of Dar, hired swords are always in demand. The vast desert looms ominously with its secretive population of Sandmen and natural hardship. Men tell of entire cities swallowed by the Dune Sea. Ghosts and demons are said to walk the shifting land, guarding treasures beyond imagination. All this and more await the brave in the Scorched Land.

River Running
1992
#8114

 

 

Minas Ithil
1991
#8302
121 pages and 2-part map
Fountains and gardens line the broad avenues of Minas Ithel - the marble city where poets, scholars, and artists rival the craftsmen, shopkeepers, and clerks in both numbers and influence. Admired by all Gondorians as the pinnacle of beauty and wisdom, Minas Ithel was founded in the Second Age. She has weathered the centuries well, but the Great Plague tarnished the image of perfection. Her back streets are rutted and dirty, and thieves lurk in their deepening shadows. Yet the lofty spire of the Tower of the Moon still brings hope and pride to Ithiliean hearts, reminding all of its Seeing-stone, the source of the city's spirit. MINAS ITHIL features: 34" x 22" full-color map in two parts, depicting the city of Minas Ithil. 30 pages of floor plans, layouts, and perspectives. Detailed descriptions of the key structures and sites of Minas Ithil, including the inspiring Tower of the Moon and the fabulous guard-fortress Tirithos, as well as many lesser buildings such as taverns, residences, shops, and adventure locations. 3 challenging adventures in the City of the Rising Moon, including a bureaucratic wrangle with the guardians of the palantír, a murderous mystery in the Quarter of Wells, and a hypnotic encounter with the insidious Spider Cult. In-depth information on the politics, trade, military, history, and culture of Minas Ithil. Statistics and background information for the city's prominent leaders, including Queen Mírien of Gondor, the Stone-warden, and the Steward. 

LOTR Adventure Game


 

 

Goblin Gate and Eagle's Eyrie
1985
#8070
39 pages
This package details the High Pass of the Misty Mountains. Adventure into the depths of Goblin–gate, kingdom of the Great–goblin and the hiding place of Gollum, possessor of the One True Ring. Soar with the Great–eagles of Eagle's Eyrie, stroll the streets of Maethelburg, market of the upper Anduin, or battle Giants of the Misty Mountains. Cutting through the heart of the Misty Mountains is the High Pass, connecting Rivendell and Rhudaur to the ancient Dwarf–road running east through the dreadful forest of Mirkwood. Near the summit, Orcs have delved one of their infamous subterranean strongholds, known to its apprehensive neighbors as Goblin–gate. The strategic locale of Goblin–gate is an incalculable threat to the Free Peoples because of its proximity to Angmar and the Orcish capital of Mount Gundabad.

Riddle of the Ring
1985
#7400

 

 

Moria: The Dwarven City
1984
#2900
7 Deeps (Levels and sublevel) maps and cross-section diagrams of both the city and the mines Diagrams of traps, macines and forging implements. Large scale detailed floorplans of specific areas: the Chamber of Mazarbul, the Endless Stair, Durin's Bridge and the Entry Halls. Information on Durin's Tribe, the 3 Orc Tribes, and many creatures who later  inhabit Moria and the Balrog. Deep within the bowels of the central Misty Mountains lies Moria, the "Black Chasm". Here stood Khazad–Dum ("Dwarf–mansion") the kingdom of the noblest Lord of the Seven Tribes of Dwarves, a city sculpted from rock and embellished by the finest hall–builders of their day. Within its recesses Durin's folk mined precious metals and discovered mithril, the "true-silver". Now its chambers are dark and its builders gone. Tales speak of a Balrog, a "Demon of Might" which once served the Black Enemy Morgoth. Bats and wolves and deadly traps await those daring few who seep the treasures buried deep in the still, dank chambers of the Black Chasm.

Woses of the Black Wood
1987
#8107
32 pages
Over the years, the people of Bor Leath have experienced perils that would daunt the hardiest. Now, a new terror walks the night. Can you put a stop to The Haunting of Bor Leath? Ten miles to the north of Bor Leath lies the home of Coel, the herb mistress. She has befriended the local animals who shield her from the dangers of the Black Wood. What will you encounter in the Adventures Around the Cabden? The Woses make good use of the extensive grottos that delve deep into the Bare Hills. They carefully guard the halls and treasures, reminders of past prosperity. Are you willing to face the Darkwood Woses? The promise of riches calls, but danger walks throughout these 3 exciting adventures!  



Middle-Earth Role Playing Games (MERP'S) from Iron Crown Enterprises (ICE)

Relevant Lord of the Rings and Middle-Earth MERP Games Searches:

Middle-Earth Role Playing Games (MERP) 1

Middle-Earth Role Playing Games (MERP) 2

Middle-Earth Role Playing Games (MERP) 3

Minas Tirith

Palantir Quest

Riders of Rohan

....More
Shown Left Top (2 photos): Over the Misty Mountains Cold
Tolkien Enterprises
1993
#LR2
80 pages

Shown Left Bottom: Rivendell, The House of Elrond
Iron Crown Enterprises
1987
#8080
This adventure supplement details the hidden vale of Imladris, where the remnants of the greatest Elven realm of Middle–earth resides. Experience the wonders of Elrond's House, haven for the Eldar and the last Kings of Arnor. Here are headquartered the Rangers, and here are protected the heirlooms of Arnor. Rivendell is also the meeting place of the White Council, that body of the wise that seeks to combat Sauron, the Dark Lord. Rivendell is truly an island of refuge in the otherwise inhospitable landscape of Rhudaur. Here the weary traveller can find safe haven from the grip of the Witch–king and his minions. Protected on the north and east by tall spurs of the Misty Mountains, and on the west and south by the river Branduin, the vale has formidable defenses. These are certainly not enough to have kept it sheltered for so long from the spies of the Dark Lord, however: only by the power of Elrond is the Hidden Vale made safe. Rivendell features: 4 full–color pages: showing the Northern Hollin and Southeast Rhudaur regions, as well as 2 area maps of the Rivendell Valley. Major layouts: detailing the House of Elrond, including the Hall of Fire and the Council chambers. Game statistics: on Elrond, Glorfindel, the powerful Elven–ring Vilya, and many Elves of Rivendell. Cultural information: on the other inhabitants of Rhudaur: the Hillmen, Dunedain, and Dunlendings.

 

Middle-Earth Role Playing Game
1986
#8000
128 pages

 

Minas Tirith - Citadel
1994
#2007
Minas Tirith documents the history,design, layout, garrison, and inhabitants of the Guarded City, pre-eminent symbol of the Free People's struggle against Sauron of Mordor.  The capital of Gondor commands the wide gap between the White Mountains and the Ephel Duath that encircle the Dark Lord's fief.  Its seven walls and levels seem to grow out ot the mountains' stone, as if carved by gaints.  Minas Tirith includes: pair of full-color maps - each depicting half of the incredible City of the Guard.  Beautifully rendered by the artist responsible for the maps of Endor's varied terrians. Key locations - the Great Gate where Gandalf halted the Lord of the Nazgul, the Houses of Healing where Eowyn and Merry suffered under the black Breathe, and the Place of the Fountain in the High Court where  Queen Arwen sang of Valinor. Royalty - Tarondor, his family, and the Kings who shaped the design of Minas Tirith. Floorplans - detailing over forty edifices standing within the city walls: the Keylodge, the Great Bakery, the Waterwrights' hall, the Rynd Permaith Iaur, and more.  Denethor and heirs - the Last Ruling Stewart of Gondor and his sons, Boromir and Faramir. City Lands - the Pelennor (the enclosed slopes and terraces surrounding Minas Tirith), the banks of the Auduin upon which rest Harlond, the South-haven where river traffic docks, and the vales of the White Mountains, wild an alpine in character. Adventures - confront a beguiling traitor, a false rebel, and a corrupt sorceress. This volume of the Citadels of Middle-earth series is a revised version of the sourcebook released in 1988.  The revised Minas Tirith features a new city map-so large it requires two seperate halves - and includes complete stats for the Lord of the Rings Adventure Game in addition to MERP and Rolemaster stats.

Palantir Quest
1994
#2009
160 pages
Strange portents in the great Seeing-stone of Minas Tirith give promise that one of the lost palantiri of the North has returned to the lands of Men. Can the adventurers find this legendary treasure and bring it to King Elessar? Rogues of the wilds, blizzards out of the Forodwaith, and the greed in Men's hearts all conspire against them.Palantir Quest contains an extended series of adventures — a campaign — that culminate m a perilous confrontation with a subtle and deadly foe of the Reunited Kingdoms. Palantir Quest includes: The heroic search for a palantir of the North, a quest which takes our bold adventurers from the splendor of Fourth Age Minas Tirith to the frozen expanses of Forodwaith to the tangled glades of Greenwood the Great. History of the Seeing Stones from their creation in the West to their final fate in the Middle Lands. Travel narrative for the GM to read aloud to the players — describing m brilliant detail the sights seen by adventurers on their journeys across Endor. • FOES who march to the tune of a subtle adversary: their stats, motivations, and tactical methods. Allies bound to succor the PCs out of loyalty to King Elessar. Adventure sites where treasure, secrets, and dangers abide — including the ruins of Annuminas, a sacred refuge of the Lossoth, the bunal chamber of a forgotten King, and a smuggler's Lake-town hide away.

Angmar: Land of the WitchKing
1982
#2300
48 pages, plus full color map insert

 

Riders of Rohan
1985
#3100
Ride with the Rohirrim as they struggle against the hordes of Easterlings and the Orcs of the White Hand. This package covers the Riders of Rohan during 3 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 includes layouts for Helm's Deep, Edoras, Dunharrow, and Harrowdale information on Vidugavia, Frumgar, Fram the Dragon–slayer, Wormtongue, Helm, Theoden, Eomer, and Eowyn almost everything about the Northmen changed with their acquisition of horses: their hunting methods, their religious focus, their relations with other Men – Men who did not possess horses. Their attitude to the Dark Lord, however, remained unchanged. They despised him and his creations, and all evil Men who worshipped darkness ... and they still distrusted magic and magicians, no matter what side they claimed to be on. Riders of Rohan includes: 6 full-color pages: a 2 page map of the Hornburg area, plus maps of Framsburg, the Drúadan Forest, Edoras, and a regional map of Rohan MAJOR LAYOUTS: of Buhr Marling (a fortified Horse–lord village), Ilanin (a wain village), The Hornburg, The Juggler's Hall, The Signal–tower, and The Inn of Greys. The riders: an overview of the Northmen Horse–lords through the Third Age into the early years of the Fourth Age. Other inhabitants: The Dunlendings, Half–orcs, The Servants of the White Hand, and the Drúedain.
NOTE: The 2nd Edition (1987) includes a new full–color regional map.

Gates of Mordor
1987
#8105
A shipment of wine and ale has disappeared in North Ithilien. Firichal, a wealthy wine merchant has offered a reward for information and assistance. Are you brave enough to follow the Trail of the Wine Bandits? The tower of Barad Perras once withstood the efforts of besieging Orcs. Years later it was abandoned and forgotten... Recently, however, a band of Scara–hai Orcs has claimed the tower as a base from which to terrorize the area. Are you willing to face The Trouble at Littlehorn? The people in Minas Tirith speak of a strange band of Orcs and their sorcerous leader Gaurhir. These Scara–hai have been bred for very special plans, plans about to come to their gruesome fruition. Do you have the courage to face The Master of Durthang? Danger is everywhere, but so are the rewards in these 3 exciting adventures!

Weathertop, Tower of the Wind - Fortresses of Middle-Earth
1987
#8201
The citadel that crowns Weathertop (S. Amon Sul) is the struggle between Arnor's three successors kingdoms:Arthedian, Cardolan, and Rhudaur.  Built by the faithful Numenorean exiled lead by Elendil the Tall in the late Second Age, it rises from the heart of Dunedain's Northern Kingom.  The royal tower houses the Chief Palantir (seeing stone) of the North and serves as the principal home of Arnor's High Seer. Few fotresses hold such significance; for its size and strenght, Amon Sul is unsurpassed by any other work of the northern Dunedain. Even the Witch-king of Angmar looks to the Tower of Amom Sul as a great prize, a preeminet symbol of Dunedain spirit. Weathertop feature: Over 20 pages of layouts, perspectives, and illustrations Complete, multi-level layouts for 13 towers and bastions of the outer works Detailed layouts for all levels of the tower, Amon Sul 

Teeth of Mordor - Fortresses of Middle-Earth
1988
Game Number: 8202
32 pages
Two of the most fearsome towers in all of Middle–earth, the Teeth of Mordor guard the entrance to Mordor, land of Sauron. The fortresses were erected by Gondor to prevent evil creatures from returning to the Black Land. After the Great Plague, it was repopulated by the very Orcs and Trolls it was designed to forbid. Nearly two hundred feet tall, the Teeth are known individually as Carchost (s. "Fang–fort") and Narchost (s. "Fire–fort"). These towers and their connecting rampart commands the gap between the Mountains of Ash and the Mountains of Shadow. Chiseled of smooth and glassy slag, they erupt from the tortured plain like huge ebony jaws poised to close upon the foolish intruder. Teeth of Mordor features: Over 20 pages of layouts, perspectives, and illustrations. Complete, multi–level layouts for Carchost, Narchost, and the central gate complex. Garrison data for both Gondorian and Sauronic forces. Stats and background for the Mouth of Sauron and Dwar of Waw, Nazgul commander of the Morannon.

Ents of Fangorn
1987
Game Number: 3500
48 pages with 4 pages of color maps and 4 pages of B/W maps

 

Mines of Moria
Gamebook
1988
Published by: Berkely Books

 

Moria; Citadel
1994
#2011, 2nd Edition
168 pages with 4 pages of color maps

 

The Hobbit: Rescue in Mirkwood
Solo RPG Gamebook
1986
Published by: Berkely Books

 

The Tower of Cirith Ungol and Shelobs Lair
1984
#8030
Minas Ithil rests beneath the rising moon, serenely unaware of the terrors stirring in the nearby Mountains of Shadow. Travellers entering the Ithil Vale in 1640 of the Third Age behold the luminous marble walls and slender tower of this famed metropolis, the spire reflecting moonbeams that illuminate the vale with a haunting ethereal glow. Here, across the white bridge of the Ithilduin and between the flowering meadows on either bank, evening splendors beckon: thousands of flickering lanterns promise safety and rest for the weary wayfarer. In Minas Ithil men are immersed in the memories of their former glory, for now – since the Great Plague of four years ago – many of the city's mansions are tenanted by none save ghosts. Yet none foresee that this place of beauty is fated to become Minas Morgul, dread city of the undead and the fearsome domain of the Nazgűl. The dangers are growing daily. Turning from the white bridge over the Ithilduin, one ascends a path on the northern side of the vale. Soon he reaches a series of stairs climbing into the Mountains of Shadow, and beyond that comes to a pass whose very name connotes an age–old evil: Cirith Ungol, the Spider's Cleft. Within a reeking, dark tunnel at the summit of the pass lurks a primeval monstrosity, the devourer of Men and Elves – Shelob, the Greatest of the Great Spiders. Beyond Shelob's lair the weird and desolate landscape of Mordor, Sauron's ancient domain, stands stark and ugly as a vast scar. Once the troops of Gondor warded this land against evil, but since the Plague the watch has been abandoned. Now only a skeletal Gondorian garrison remains to hold the formidable Tower of Cirith Ungol, which commands the westward passes from Mordor. In these days of Gondor's decline, Orcs, Trolls, and other creatures of Darkness dare to roam within sight of the Tower's walls. On one side of the bridge Minas Ithil stands tall and proud, offering refuge and pleasures. On the other side lie the perils of Cirith Ungol and Mordor, where the valiant and skillful may win renown – or lose their lives trying! Here civilization and wilderness converge, and adventures are but a stone's throw away.







Middle-Earth Role Playing Games (MERP'S) from Iron Crown Enterprises (ICE)

Relevant Lord of the Rings and Middle-Earth MERP Games Searches:

Middle-Earth Role Playing Games (MERP) 1

Middle-Earth Role Playing Games (MERP) 2

Middle-Earth Role Playing Games (MERP) 3

Raiders of Cardolan

Southern Gondor

Perils on the Sea of Rhun

....More
Shown Left Top (2 photos): Brigands of Mirkwood
Iron Crown Enterprises
1987
Game Number: 8090
Included: Two color maps

Shown Left Bottom: Southern Mirkwood: Haunt of the Necromancer
Iron Crown Enterprises
1983
Game #: ME2700
60 pages
Details of all of Southern Rhovanion. 4 major layouts including Dol Guldur.

 

The Kin-Strife
1995
#2015
240 pages
Combat Screen & Reference sheets

 

The Kin-Strife
MERP Sourcebook


 

Calenhad: A Beacon of Gondor
1990
#8203
48 pages
Located in the northern foothills of the Ered Nimrais, Calenhad is one in a chain of seven beacon–towers. Its watch–fire relays warning to Minas Tirith of any attack on Gondor's frontiers. Whether a Dunlending invasion from the west, an Orcish raid across the Anduin, or civil strife within Calenardhon, the tower's beacon is set ablaze. Calenhad's elevated site on steep cliffs originally sported just a rude signal–platform. The structure;s fire–cage, when set alight, warned nearby Gondorian settlements of incursions by Dunnish tribes. Centuries later, when Easterlings raided across the Anduin, a more formidable tower weas constructed over the platform's ruins, As the Shadow in Mordor grew, the tower was expanded and strengthened to become a fortress of considerable military significance. Calenhad features: Over 20 pages of layouts, illustrations, and perspectives. Complete, multi–level floorplans for 4 guard–towers, the gatehouse, and the impressive beacon–tower. Typical layouts for watch–towers on the outer curtain wall and the wall–towers overlooking the inner bailey. Room by room descriptions and adventure suggestions. Statistics for the garrison of Calenhad and important NPCs residing in the beacon's vicinity.

Valar & Maiar
1993
#2006
 Imagine, after hearing all the awful legends, finally confronting a dreadful spirit borne out of the great Evil of the Elder Days, and immortal demon stirred from his primeval slumber. Imagine meeting a Balrog. In Valar & Maiar you learn about Balrogs, as well as all the other greater spirits (good and evil) inhabiting J>R>R> Tolkien's marvelous world. These immortal beings, the mighty Ainur, helped shape Middle–earth – the place Elves call Endor. Their story dominates much of the continent's troubled history. Fallen Ainur, Morgoth, Sauron, and the Balrogs, forever haunt the land, twisting Endor's peoples and perverting its politics. Faithful Valar, like Orome and Aule, serve as patrons of the Free Peoples. Wise Maiar, like Gandalf and Tom Bombadil, act as caretakers of the Balance of Things. Each has a place in Eru's scheme, and each has a story that colors the grand saga of Middle–earth. Overviews describing the general nature and history of all the "Holy Ones," the immortal Ainur, including the fallen spirits known as the Great Enemies. Valar, or "Powers," the high guardians of the world. Maiar, or "Hands," the immortal servants of the Valar. Wizards – the five Maia emissaries sent to Middle–earth in the Third Age. Fallen Ainur *Ungoliant. Complete character statistics.

Arnor; The People
1996
#2022
232 pages

 

Arnor; The Lands
1997
#2023
Arnor: The Land describes all the territory encompassing the Dunadan realm of Arnor and its three successor states-Athedain, Cardolan, and Rhudaur.  Supported by an elegant set of  interconnecting terrain maps, this volume explores details of both the natural and man-made environment of this unparalleled adventure setting.  In-dept coverage of cities, towns, fortresses, and other sites of interest, as well extensive overviews of geography, flora and fauna, capture this land's essence.  An exhaustive, alpha-betically-organized gazetteer structures all of this information into an easily accessible format.  Nine ready-to run scenarios create instant opportunities for adventure throughout the lands of Eriador, both in the 1640's of the Third Age and at the apocalyptic climax of the Second. Arnor: The Land represents a  thorough updating of the second half of ICE's highly acclaimed Arnor realm module (previously published in 1994), and includes complete game statistics for MERP, Role master and the Lord of the Rings Adventure game.  Arnor The Land features:  Color maps -Four detachable, intersectng maps (17 " x 22" each) combine to form a single, breathtaking panorama of Eriador, covering nearly 30,00 square miles of terrain.  On the reverse side of these maps, intricately detailed color layouts of major cities and fortresses are provided. Banes of Angmar - Delve into then inner workings of the Witch-king's malice as he contrives dark plagues, killing curses, and unatural blights against the Dunedains, by whose valor alone the annihilation of the Free Peoples in the North is hindered.  Bree: Partake of the Rustic hospitality and parochial charm of the Bree-landers, of the whether at the common room of the King's Rest Inn, or amid, the pastoral  serenity of the surrounding farmlands soften the sometimes grim landscape of war-torn Eriador. Tharbad -Visit the great riverene metropolis of  Tharbad, where the Men of Numenor first began to colonize the lands of the North.  Once the capital of Cardolan, Tharbad has become the object of contention for all who seek hegemony in Southern Eriador. Barrow-Downs - Dare to tread among the grassy mounds that the house remains of Arnor's past kings and their Eriadorian forefathers, now infested by the evil spirit known as the "barrow wights."  Banners of the High King - Join the Elven-king Gilgalad's banner-bearers on their perilous track across the breadth of Eriador, carring plegde of their support for the Last Alliance of Men and Elvles against Sauron.  Frustrate the Dark Lord's unrelenting efforts to thwart this all-important mission , but beware of treachery from within your own ranks!

Raiders of Cardolan
1988
#8108
32 pages
 From the heart of the Black Wood, the false Cennaigh plots rebellion - but he and his allies have had a falling out. The time is ripe to collect the reward on his head. Are you brave enough to face an Encounter at Traith-chefudoc? Pirates from the south sail from a hidden harbor on the Dark Cape coast. Loot, lives, and a ship are at stake. Do you dare challenge The Sea-raiders at Minas Thonfalon? The remnants of the ancient Petty-dwarf race haunt the Black Wood. Their involvement in dark schemes may embroil the entire region. Are you willing to venture Into the Meur Tol? Face the dangers of Beffraen, Petty-dwarves, and Undead as you seek the Raiders of Cardolan in these 3 exciting adventures!

Core Rulebook; J.R.R. Tolkien's World
1984
Included sample version of "The Trollshaws" game

 

 

Southern Gondor; The Peoples
1996
#2020
Southern Gondor, the People reaches back to the First Age to reveal the realm at that time and follow it through the millennia to the Fourth Age and the reign of Aragorn II. Culture, peoples, politics, religion, and individuals of note receive complete coverage - from the chieftain of the Oathbreakers and the watch-stones of the Woses to the moon-calendar of the Uinendili and the sacred Karma of Aldarion. Ten adventures bring it all to vibrant life.

Perils on the Sea of Rhun
1989
#8110
The renowned vessel, Ocean Noise is embarking on her last run of the season across the Sea of Rhűn. The captain has hired three new crew members for his aging ship. All are well–seasoned, but the winter is fierce, and evil is in the wind. Will you be aboard to witness a Murder on the High Seas? A kidnapper abducts Princess Herufara and sails to a ruined tower above the cliffs of a treacherous shore. The Ocean Noise pursues the villains, but can drop anchor for only a day. At next tide, the captain must abandon the chase and continue his voyage. Are you daring enough To Rescue A Princess? A Court Adept is tormented by dark visions off ill–doing, and departs the palace in search of their meaning – but his found brutally murdered! The Realm–master sends adventures and a princess on the Ocean Noise to consult the mages at an ancient tower. On this long, cold journey to a desolate shore, can you uncover the secret of The Watch Tower Massacre? Face assassins, the Cult of the Long Night, and Sauron's minions as you brave the Perils on the Sea of Rhűn in these 3 exciting adventures!

Haunted Ruins of the Dunlendings
1985
#8101
32 pages and 2 pages of B/W maps

 

Denizens of the Dark Wood
1989
#8111
32 pages
Will you accompany Grimbold into the forest to waylay the treasure before it enters the Necromancer's citadel in The Tithing Train? Combat Giant Spiders, Trolls, and the Orcs of Fhahoz-Blogrum when you attack the Denizens of the Dark Wood in these three exciting adventures

Assassins of Dol Amroth
1987
#8106
32 pages

 

Pirates of Pelargir
1987
#8104
Three low–to–mid level adventures which each stand on their own and can be set up in minutes. At an Inn called the Tipsy Triton you listen intently as a sea captain tells of pirate raids off the Red Cliff Coast. He needs strong–hearted mates to sign on for the voyage. Dare you sail with the master of The Lady Gilwen? Pirate raids have pushed the local merchants to their limit. A reward is offered for the discovery of the Laughing Raider's hiding place. Will you take up the Search for the Raider's Harbor? The fair Dorien is being held captive by blood–thirsty pirates. She will soon be sold into slavery. Who will stage a raid into the pirate's stronghold to rescue her? The risks are great, but so are the rewards in these 3 exciting adventures!

Mouths of the Entwash
1988
#8011

40 pages with 2 pages of color maps

 

Elves
1986
1994, 2nd edition
#2013
Elves presents the Firstborn, the Quendi, the 'Speakers'. They awoke under the stars before the ascension of the Moon and the Sun and loved ever after the twilight when Varda's lamps shone forth. The stories of their most illustrious figures - Feanor, creator of the Simarils, Earendil, voyager of the skies, Galadriel, Queen of Lorien, Celebrimbor, forger of the Rings of Power - are recounted here. Elves includes: History; Calaquendi, Umanyar, Avari. The 2nd edition is a revised version of material released in Lords of Middle-earth, Vol. 1, the Immortals in 1986. Elves features many more illustrations and includes stats for MERP, Rolemaster, and the Lord of the Rings Adventure Game.

Halls of the Elven-King: Fortresses of Middle-Earth
1988
#8204

 

Ghosts of the Southern Anduin
1989
#8109
32 pages
Four low–to–mid level adventures which each stand on their own and can be set up in minutes. Bar–en–Tinnen is a sleepy little town on the banks of the mighty Anduin river. But now the complacent inhabitants must keep their eyes open. A ghost haunts the river on foggy nights; the wise bar their doors at sundown. Can you unlock the mystery of The Ghost on the River? The haunted riverfront is not the most terrifying of recent events. A young lad, panic stricken, dripping wet, and shivering, collapses on the doorstep of the Fen Worm's Fire Inn, a broken arrow shaft protruding from his left arm. Will you help defeat his enemies in The Survivor? The tailor's son disappears after encountering the river ghost and telling the story far and wide. Will you face the darkest evil to search for the young man in The Edain–in–Arthedur? Despite plentiful rainfall, the trees and crops are withering. A supernatural blight has struck the land. Are you resourceful enough to combat The Shadow on the Banks? Confront bandits, undead, evil priests, and minions of Sauron as you hunt the Ghosts of the Southern Anduin in these four exciting adventures!


Middle-Earth Role Playing Games (MERP'S) from Iron Crown Enterprises (ICE)

Relevant Lord of the Rings and Middle-Earth MERP Games Searches:

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Forest of Tears

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....More
Shown Left Top (2 photos): Bree and the Barrow Downs
Iron Crown Enterprises
1984
#8010
32 pages with 6 pages of color maps

Shown Left Bottom: Ghost Warriors
Iron Crown Enterprises
1990
Game Number: 8106
48 pages
Dunland, or Dunfearan, as the region is called by its inhabitants, lies among the rugged western foothills of the southern Misty Mountains. The Great Plague swept these highlands in T.A. 1636, but now a worse evil scourges the Dunmen. Ghost Warriors roam by night, taking captives to swell their Undead ranks. The key to their defeat lies beyond Riddle Caves, the mysterious entrance to a dark labyrinth that twists through the roots of the mountains. Ghost Warrioirs includes: 11" x 17" full color map depicting the terrain of Dunland. 3 exciting adventures involving a clash with Dunnish Wights, a battle against a powerful shaman, and a risky venture into the Under–deeps that sprawl beneath the mountains. Detailed layouts of adventures sites including the Riddle Caves, the Path of Riddles, and the Ghost–caves. Game statistics of the Beasts, Undead, and NPCs that dwell in the hills of Dunfearan. Random cavern generation system provided for travel through the Under–deeps,the vast network of caverns that twists below the surface of Endor.

 

Forest of Tears
1989
#8015
Features three adventures set in Suza Samar, a rainforest in the middle of the desert and not out of reach of the Dark Lord


Hands of the Healer
1997
Game Number: 2026
160 pages
The healing path is one of the most revered callings that a person may aspire to in Middle–earth; it is also one of the most valued professions among adventurers – men and women who face danger and the prospect of injury every day of their lives. Hands of the Healer fleshes out one of those professions most often chosen by fantasy gamers, whether as characters to be played or NPCs to be sought for their indispensable services. Equally useful to both players and gamemasters, this tome provides virtually everything one could possibly want to know about Middle–earth's healers and their craft. Features: 56 character development packages. New medial skills – Physic, Surgery, Apothecary and Midwifery. Static maneuver tables. 296 herbs, curatives and poisons. MECCG Scenarios

Hazards of the Harad Wood
1992
#8112
32 pages
 

 

Warlords of the Desert
1989
#8012
40 pages with 2 pages of color maps.
This supplement is set in Far Harad’s principal seaport , a city teeming with exotic traelers fron caravan routes. In the bustling streets of Bozisha-Dar, foreigners suffer at the hands of pickpockets,swindlers, and servants of the DarkLord. This modules features 3 complete adventuress.All are self-contained and can easily be used in other locales. Warlords also links with I.C.E.’s Far Harad campaign module. Visit the great cosmopolitan port called Dar, the jewel of Far Harad. In the Sevet Kovina, the Festival Quarter, traders and rouges from dozens of lands jostle shoulders amidst the revelry.In the seller’s Court, spices and silk vie with ivory and animals pelts from Mumakan for the bargainer’s eye. Anything can be bought - for a price! And on the Katedrala, the hills where the mansions of the wealthy stand beneath lush palms, dark schemes and political intrigue seethe among the nobility. Within one ornate palace lurks evidence of the Nazgul’s plan to seize the city. Warlords of the Desert features: 2 full color maps; including a regional map and a map of the city of Bozisha-Dar. 3 exciting Adventures; a confrontation with thieves in 'The Tangled Streets of Bozisha-Dar', a risky rescue attempt in 'Bandits of the Eastern Hills', and political intrigue in 'Southern Hospitality'. Detailed Layouts; of the adventure locations. Statistics; For Haradan warriors, NPC’s beast, and monsters.

The Legend of Weathertop
Author: Heike Kubasch
Solo RPG Gamebook
December 1985
$2.95 US
Paperback: 140 pages
Publisher: Berkley Pub Group
Language: English
ISBN-10: 0425086860
ISBN-13: 978-0425086865
Dimensions: 6.7 x 4.1 x 0.6 inches

A Spy in Isengard
Author: Terry Amthor
Solo RPG Gamebook
1993
$2.50 US
Paperback: 140 pages
Publisher: Berkley Pub Group
Language: English
ISBN-10: 0425112314
ISBN-13: 978-0425112311

Campaign Guide Game Book
MERP Sourcebook
1994

 

Night of the Nazgul
Author: John David Ruemmler & John David Ruemmier
Solo RPG Gamebook
December 1985
$2.95 US
Paperback: 140 pages
Publisher: Berkley Pub Group
Language: English
ISBN-10: 0425086852
ISBN-13: 978-0425086858
Dimensions: 6.7 x 4.1 x 0.8 inches

Campaign Guide Game Book
MERP Sourcebook
1993

 

MERP Game Book
Collectors Edition

 

 

MERP Accessory Pack

 

 

Northwestern ME Gazetteer: Campaign Atlas
MERP Book


Middle-Earth Role Playing Games (MERP'S) from Iron Crown Enterprises (ICE)

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Lake Town

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Shown Left Top: Lords of Middle Earth, Vol. I; The Immortals: Elves, Maiar, and Valar
Iron Crown Enterprises
#8002
This volume describes the first beings to enter Tolkien's world: The Elves, Valar, and Maiar.  Each race has a general history and character glossary that alphabetically lists the major individuals.  These immortals are described in terms of appearance, motivation, characteristics, and background.  Game statistics for the MERP and Rolemaster game systems are included.  These stats can be easily converted to most major FRP systems.

Shown Left Bottom: Gorgoroth
Iron Crown Enterprises
1990
#3112
Middle-Earth Campaign with Color Map.

 

Nazgul's Citadel
1991
#8205
112 pages
Near the source of the Sîresha in Greater Harad stands a hollow mountain – Ny Chennacatt. It is sculpted to resemble a Dragon's head and houses the army of Akhôrahil, the Ringwraith. Composed of disciplined Haradan warriors and ferocious Orcs, the hosts are poised to hold all the lands south of Mordor under their sway. The Nazgul plots to render this vast fief up to the Dark Lord's sovereignty.

The Necromancer's Lieutenant
#8113
Mirkwood, the mighty forest once named Greenwood the Great, extends east from the banks of the Anduin River to the vast plains of Rhovanion.  In days of old, Elves made merry in its tree-ringed glades, accompanied by the music of chuckling brooks and trilling songbirds.  The advet of the Necromancer has changed the forest's character.  Its shadows are darker, and Giant Spiders lurk in their depths, while Orcs powl the trails that windthrough Mirkwood's increasingly dank undergrowth.

Greater Harad
1990
#3111
80 pages with 8 color maps
South and east of the burning sands of Far Harad lie the cities of Sirayn. They command the thriving trade routes of Greater Harad, a fertile riverine domain tucked between the harsh desert and the daunting spires of the Yellow Mountains. Dynaisties come and go in this vast cosmopolitan oasis. Amidst mercantile rivalries, a new terror confronts the Haradrim. Akhorahil the Ringwraith - the awful Storm King - plots conquest of Greater Harad.

Mirkwood; Wilds of Rhovanion
Rolemaster MERP
1990
#4010
 

Empire of the Witch King
Rolemaster MERP
1989
#4020
128 pages with 8 pages of color maps
A supplement  for the Middle Earth Roleplaying Game (MERP) set in J.R.R. Tolkien's Middle-Earth. This supplement covers Angmar, the realm of the Witch-King.  Includes a color map supplement
 

Dark Mage of Rhudaur
#8013
1989
40 pages + 2 color maps

 

Lake Town
1995
#2016
Explore the Northron settlement where Bilbo and the Dwarves were feasted and supplied during their journey toward Smaug the Dragon! Moor your boat at the town's quays, search for exotic goods from the East in the stalls of its Great Wharf, or witness the changing of its formidable Bridge Guard accompanied by the retrieval of the hlaestingas, the collected trade tariffs. Lake town presents this merchantile center in all its vivid bustle, including craft associations, the burg's coiner, drihten who collect the tolls, and smugglers. An introductory adventure followed by a two part mini-campaign draws player characters into the watery labyrinth amidst the piles below the town's wooden streets and out into the wide lands surrounding th eLong Lake. In the aftermath of the Plague, Orcs and Trolls and Undead have the upper hand in the Wilds. Keep your hand on your sword hilt, if you venture far from Esgaroth! Lake–town includes complete stats for MERP and Rolemaster. Lake–town includes; Color Map, History, The Maesta of Esgaroth, Lake–Folk, High–Houses, Groghalls, & Warestores. Two Heads are Better than One.

Angmar
1995
#2018
160 pages with 8 pages of color maps
 

Phantom of the Northern Marches
1986
#8102
Author : Graham Staplehurst  
32 pages
Three low–to–mid level adventures which each stand on their own and can be set up in minutes. A simple tree house sits in the shadow of the peak called Pen–Drebi. Inside, a horrible revenge is being planned against the sleepy village of Nothva Raglaw. Can you face the menace of The Phantom of the Woods? An intruder from the Ettenmoors haunts a cave in the Witbeamwyd. Farmers report missing livestock. At night the earth trembles with heavy thuds, and daylight reveals huge, yard–long footprints. Is it a monstrous Troll? Is is a ghost? Can you solve The Riddle of the Ridorth? A huge firedrake has crawled out of the shadows of the northern Misty Mountains. His path of fiery destruction leads to the Witbeamwyd and the town hall where he lies unchallenged. Can you match the massive strength and hot breath of Gerse's Bane?

Northern Waste
1997
#2025
Let Arvedui's tragic tale serve as a warning of the perils that await any who would brave the vast, arctic wilderness of the Northern Wate. Bounded by the great Ice–bay of Forochel, this seemingly endless expanse of snow and tundra stretches to the frozen ends of Middle–earth. Home to the mysterious Lossoth, the Northern Waste is a titanic battleground of natural and supernatural forces, all contending for the destiny of this forbidding land. The Northern Waste unlocks an exciting new realm of adventure never before covered by ICE's Middle–earth series. Now at last you can travel to the northernmost shores of Middle–earth – and beyond! The Northern Waste includes complete stats for Middle–earth Role Playing, Rolemaster, and Lord of the Rings Adventure Game. It is the first MERP module to contain scenario material for ICE's best–selling Middle–earth Collectible Card Game. The Northern Waste features: Color map, Lossoth, The Landless Land, Morgoth's Realm, Evermist, Adventures – Two full–length, ready–to–run scenarios offer instant adventure. MECCG sites and scenarios – Expand your Middle–earth card game into the Northern Waste with three exciting new scenarios and a host of new sites all laid out on the reverse side of the color terrain maps.
 

The Shire
1995
#2017
The Hobbits of the Shire did not always dwell in peace and prosperity. Their beginnings in the Glennen were characterized by frugal living, hidden residences, and terror of the Necromancer's growing presence. Crossing the Misty Mountains to escape his Shadow, the encountered the arrogance and ridicule of Men along with all the perils of the wide world. The Shire was granted to the Halflings by King Argeleb II as their new homeland, but even then they faced strife from within and without. The Hobbit tribes of the Tooks, Pendles, and the Bucks were at odds continuously. And the Lords of House Tarma coveted the Halfling territory. Adventurers who visit the Shire will need to keep their blades loose in the scabbard – feuding Hobbit clans, proud and greedy nobles, strange remnants from the Elder Days, and roving bandits all threaten the unwary. The Shire includes complete stats for MERP, the Lord of the Rings Adventure Game, and Rolemaster. The Shire features: Color maps, The Glennen, Siragale, The Shire Grant, The Shire of Bilbo's day, The Took–Thains, Hobbits, Sites, Adventures.

Thieves of Tharbad
1985
#8030
This module contains information on the population, geography, and adventures set around Tharbad, decaying Numenorean city and capital of Cardolan, second of the North Kingdom's successor states.

Shadow of the South
1988
This adventure module contains numerous adventures and geographical information on the very southwestern tip of Middle-earth

 

Sea-Lords of Gondor; Pelargir and Lebennin
1987
#3400
This adventure module contains details on the history, peoples, and challenges of the districts surrounding the Mouths of Anduin, the center of Gondor's sea power.








Middle-Earth Role Playing Games (MERP'S) from Iron Crown Enterprises (ICE)

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Shown Left Top (2 photos): Trolls of the Misty Mountains; Rolemaster
Iron Crown Enterprises
1986
#8103
32 pages
This adventure module contains three low-to-mid level adventures set in the desolate lands of Rhudaur, hard up against the wild Misty Mountains in the last years of the North-kingdom.

Shown Left Bottom (2 photos): Dol Guldur; softcover supplement
Iron Crown Enterprises
1995
#2014
224  pages
Dol Guldur documents the history, design, layout, garrison, and inhabitants of the Hill of Sorcery, the volcanic stronghold in Mirkwood. The cinder cone looms over a vale strangely quiet and barren amidst the forest. No birds fly across the Nan Lanc, the Naked Valley, and thistles and briars comprise its vegetation. Within the mountain, intricate pits and chambers tunnel deep into the earth, and a maisma of evil coils amidst the shadows. This all–new volume of the Citadels of Middle–earth series presents over 20 pages of maps and floorplans detailing the Necromancer's awful lair. It includes complete stats for MERP, the Lord of the Rings Adventure Game, and Rolemaster. Dol Guldur includes: Cross section of the Citadel - showing the Precipices, Levels, and Strata of Dol Guldur, and where they fall within the volcano Amon Lanc. Key locations - the Front Gate, the strategic Web enclosing the Seventh Level, the Bagalaukan that collects the fetid slurry of the stronghold's privies, the severely beautiful Necromancer's Halls, and the deadly Fifth Stratum where the Overlord of Dol Guldur reposes in searing, sulfur-laden steam. Floorplans - of Celedhring's domicile, the Slave-master's residence, the halls of the Mouth of Sauron, the Necromancer's Vantage, and many more. Lords and Overlords - Khamul the Nazgul, the Mouth of Sauron, Dol Guldur's High commanders, and the Necromancer himself. Orcish devices - rail-cart tugs, stair lifts, and the Dhaumabrukul (the Wheel of Pain) are but a few of the mechanisms employed by the Orcs of Dol Guldur. Orcish traps - drain chutes, fume chambers, mud pits, steam jets, and numerous other traps threaten the survival of intruders. History - tales like that of the first inhabitants of Amon Lanc, the Dwarves of Drúin's Tribe, and their subtle eviction by the Dark Lord's minion, Celedhring. Into the Darkness - a three part mini-campaign involving a tricky rescue attempt to pluck an important prisoner from the Necromancer's grasp before her captors leave Dol Guldur's outposts and reach the innermost dungeons of the citadel.

 

Mount Gundabad; softcover supplemental
#3110
Prowl the dark, twisting, and horror–filled passages of Mount Gundabad. A site of great strategic significance to both the Witch–king and his master, Sauron, this underground Orc city guards the pass through the northern Misty Mountains. From Gundabad's imposing Drake Gate, the Warlords and their goblin hordes march to battle against the Free Peoples. Prowl the dark, twisting, and horror-filled passages of Mount Gundabad.  A site of great strategic significance to both the Witch-ding and his master, Sauron, this underground Orc city guards the pass through the northern Misty Mountains.  From Gundabad's imposing Drake Gate, the Warlords and their goblin hordes march to battle against Free Peoples.  Explore the grim Halls of the goblin city where Orc-lords struggle for power.  Crawling with soliders, captured slaves and monsters from the mysterious Underdeeps, Mount Gundabad's caverns seethe danger and adventure.  Mount Gundabad includes:  11" x 17" full -color map depicting the region.  A cross section of the Fortress city. Detailed layouts of the Spires of Gundabad and the Drake Gate and comprehensive route maps of the Pits, the Mines, and the Fungi Caves. Detailed information on Orcs, Men, the chambers,passages, treasures, politics, and warcraft found in the undergroung fortress.  Stats and background information for key figures like the Lord of the North, the Goblin-king that rules all the Orcs tribes in the Grey and Misty Mountains.

 Treasures of Middle-Earth; Rolemaster
1994
#2010
208 pages
Here are Endor's most potent artifacts, the famous and infamous treasures that have shaped the history of Middle-earth. Could you gaze into the depths of a Palantir from Numenor and survive the visions sent to haunt you? Have you ever desired to possess the treasure heaped beneath a Dragon's scaled belly? All these and more await you!

Havens of Gondor - Land of Belfalas
1987
#3300
56 pages with 5 pages of color maps, 5 pages of B/W maps
Sail the rugged seas off Gondor's south coast, where Corsairs of Umbar battle the majestic white ships of Dol Amroth. Here, the Elves built the great haven of Edhellond and Galadriel erected the Sea–ward Tower, most famous beacon of all Middle–earth. Journey along the twisting streets of Dol Amroth, City of Princes, and bustling capitol of Belfalas.

Dagorlad and the Dead Marshes
1984
#8020
South of the Wilderland and north of Mordor lies a widely varying landscape stretching from the scarps and cliffs of the western Emyn Muil through the swamps and marshes of Nindalf to the bare plain known as the Dagorlad (S. "Battle Plain"). Once these lands were pleasant enough, in the way of wild places, although they were never much favored by settlers. The wetlands were filled with all manner of waterfowl and alive with the songs of frogs and blackbirds. The region's waters gleamed with fish, and deer grazed the marsh grasses, bothered only by the hunting expeditions of the scattered tribes of Marshmen. These folk were almost always left alone and ignored by the wars and battles which raged about them, for their watery lands have always been too difficult for an army to cross with any speed, and treacherous indeed for those not born of the marshes. Instead, travelers have always gone by way of the broad plain before the dark gateway into Mordor. This expanse was once covered with wild grains and other grasses which quickly sprang up to hide the remains of the great war fought here at the end of the Second Age. Grouse pecked and nested there, and wild cattle grazed. Although unsettled by Men, these lands were peaceful and fruitful until a few hundred years ago, when the Shadow began to descend upon them once more.  

Creatures of Middle-Earth
1988
#8005
64 pages
Here are Endor's most powerful creatures, the famous and infamous beasts and monsters who affect the history of Middle–earth. Summon them to add drama and danger to your game. How would you like to duel Smaug the Dragon or hunt a Kraken in the rough Southern Seas? Could you outrace a Fell Beast or vanquish an undead Barrow–wight? Have you ever tried to tame a wild Kine or elude a hungry pack of Wargs? This volume describes the animals and monsters in Tolkien's world. Each species has a general history and a character glossary that alphabetically lists major individuals. These beings are described in terms of appearance, motivation, characteristics, and background. Game statistics for the MERP and Rolemaster game systems are also included. These stats can be easily converted to most major FRP systems. Inside you'll find: Animals – everything from Great Eagles and Mearas of Rohan to the lowly Neekerbreekers Flying Beasts Crawling Beasts Swimming Beasts Monsters – ranging from fiery Dragons to pitiless Wargs, Animate Plants, Demons, Drakes, Flying Monsters, Giant Races, Pukel–creatures, Spiders, Water Monsters, Undead.

Creatures of Middle-Earth; Sourcebook
1994
#2012

 

 

 Rangers of the North - The Kingdom of Arthedain
1985
#3000
56 pages with 8 pages of color maps


 

 Mirkwood - Realm
#2019

 

 

 Erech and the Paths of the Dead
1985
#8060
40 pages with 2 pages of color maps.


 

 Rogues of the Borderlands
1990
#8014
40 pages with 2 pages of color maps.

 

 Dunland and the Southern Misty Mountains; softcover supplemental
1987
#3600
63 pages.

 

 The Court of Ardor 
1983
#2500
52 pages with 8 pages of color maps.

 

 Northern Mirkwood - The Wood-Elves Realm
1984
#2600 / 3600 ?
52 pages.


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The Hobbit - Smaug Steins

Gandalf the Grey Premium Format Figure

LOTR & Hobbit Giclees

Aragorns Quest Video Game

Lord of the Rings Plush Dolls

EXCLUSIVE Prancing Pony Staff Adult T-Shirt

Sauron Bobble Head

Frodo Bobble Head

Gollum Bobble Head

Gandalf Bobble Head

Legolas Bobble Head

Strider Ranger of the North Tonner Doll

Arwen Evenstar Tonner Doll



It's A Good Time to Buy Costumes:

BOGO - Buy One Get One 20% off
     
 
 
     


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