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MERP Bree and Barrow Downs

MERP Bree and Barrow Downs

MERP Lords of Middle Earth

Middle-Earth Role Playing Games - 8000 through 8099

Check Middle-Earth, The Hobbit, and Lord of the Rings Games Listings for Availability

Shown Left Top (2 photos): Bree and the Barrow Downs
Iron Crown Enterprises (ICE)
1984
MERP#: 8010
32 pages with 6 pages of color maps
This adventure contains: NPC charts, Color layouts of Bree-land, Silent Head, & many more, More than 20 treasure and monster filled burrows including the mounds of the ancient Edain kings. Popular Middle-Earth RPG adventure based on J.R.R. Tolkien's The Lord of the Rings & The Hobbit. Here at the crossroads of the northern Dunedain Kingdom is located the oldest surviving settlement of Hobbits, the village of Bree. Not far away lie the barrow-tombs of the cursed Kings of Cardolan..

Shown Left Bottom: Lords of Middle Earth, Vol. I; The Immortals: Elves, Maiar, and Valar
Iron Crown Enterprises (ICE)
MERP#: 8002
1986
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. In a fantasy role playing game, you become a main character in a fantasy adventure you create. With this character compendium you can meet Middle-earth's most exciting figures! Call them forth to add drama and danger to your fantasy game. Match wits with Saruman the White, ...challenge the strength of the Balrog! Can you outride Glorfindel or withstand the presence of the Lord of the Rings? Inside you'll find: Elves: Legolas, Elrond, Glorfindel, Galadriel. Valar: Manwe, Elbereth, Tulkas. Maiar: Gandalf, Saruman, Tom Bombadil, The Balrog. The Great Enemies: Morgoth, Ungoliant, Sauron This Volume describes the first beings to enter Tolkien's world: the Elves, Valar, and Maiar. Each race has a general history and a Character Glossary that alphabetically lists the major individuals.

 

MERP MERP Middle-Earth Role Playing Game
1986
MERP#: 8000
128 pages
ISBN-10: 0915795310
ISBN-13: 9780915795314


MERP Lords of Middle-Earth MERP Lords of Middle-Earth Lords of Middle-Earth
Volume 2 Sourcebook
1987
MERP#: 8003
ISBN: 0915795329
THE MANNISH RACES: "In a fantasy role playing game, you become a main character in a fantasy adventure you create. With this character compendium you can meet Middle-earth's most exciting figures! Call them forth to add drama and danger to your fantasy game. Debate Gríma Wormtongue, challenge Ar-Pharazôn! Could you outride the Riders of Rohan or withstand the overwhelming presence of the Witch-king of Angmar? This volume describes the Secondborn, the second race to enter Tolkien's world, the Men. Mortal, they dominate the later history of Middle-earth, and their influence increasingly colors the nature of life in Endor. Each is described in 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.
Inside you'll find: Nine Nazgul, the Witch-king of Angmar and the other Kings who accepted Sauron's Rings of power and became evil Ringwraiths. Dunedain, the High Men of Gondor and Arnor, including Denethor, Boromir, Faramir, and Aragorn II (Strider). Numenoreans, Lords like Elros and Ar-Pharazon, powerful ancestors of Endor's Dúnedain, the great sea-farers, colonizers, and conquerors. Great Figures from the West, including Theóden, Eomer, Eowyn, and Wormtongue from Rohan, Bard from Lake-town, and the enemies like Wulf and The Mouth of Sauron"

MERP Lords of Middle-Earth Lords of Middle-Earth
Volume 3 Sourcebook
1984
MERP#: 8004
HOBBITS, DWARVES, ENTS, ORCS & TROLLS: In a fantasy role playing game, you become a main character in a fantasy adventure you create. With this character compendium you can meet Middle-earth's most exciting figures! Call them forth to add drama and danger to your fantasy game. Adventure with Thorin Oakenshield, challenge Bolg the Orc-lord to combat, battle the minions of Rogrog the Troll, or seek help in Fangorn Forest from Treebeard the Ent! This volume describes Hobbits, the Little People often ignored in the histories; Dwarves, the Children of Aulë; Ents, the Guardians of the Forests; and Orcs and Trolls, creatures perverted by Morgoth to serve his evil ends. Each is described by 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.

MERP Creatures of Middle-Earth MERP Creatures of Middle-Earth Creatures of Middle-Earth
1988 - First Edition
MERP#: 8005
64 pages
This volume describes the animals and monsters inTolkien'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.
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.

MERP Characters of Middle Earth MERP Characters of Middle Earth Characters of Middle Earth
MERP#: 8007
This volume describes individuals, both prominent and obscure, who roam Tolkiens world. Portrayed by Angus McBride for use by Game masters as NPC's or by players as PC's, each Color Plate is accompanied by a page of relevant Text.



MERP Mouths of Entwash MERP Mouths of Entwash Mouths of the Entwash
1988
MERP#: 8011
40 pages, 2 pages of color maps.



MERP Warlords of Desert MERP Warlords of Desert Warlords of the Desert
1989
MERP#: 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.

MERP Dark Mage of Rhudaur MERP Dark Mage of Rhudaur Dark Mage of Rhudaur
MERP#: 8013
1989
Contains: 40 pages and 2 color maps; Complete Layouts and area maps depicting adventure sites; Concise background info on the politics and history of the Angle, the land between the Bruinen and Mitheithel Rivers; 3 Fully-detailed Adventures: including stats and other game aids.
This supplement embroils adventurers in a desperate attempt to save the Beacon Towers of the Dúnedain. The last bastions of the Free Peoples in Rhudaur, these towers oppose the unscrupulous Cultirith Rangers, Orc troops, packs of Wargs, and the newly awakened horror from the Yfelwood, all now gathered by Angmar's minion - the Dark Mage. Peril, mystery and evil await the adventurous in the declining kingdom of Rhudaur. The Witch-King of Angmar is preparing to launch a new war against the Dúnedain of the North. Will you bolster the defenses of one of the threatened Beacon Towers? This is but one of the challenges. Fight barbaric Dunmen who plunder a well-travelled trade route. Confront the Yfelwood shadow, arisen from the mists of the ancient past.

MERP Rogues of Borderlands MERP Rogues of Borderlands Rogues of the Borderlands
1990
MERP#: 8014
Cover Price: $7.00
ISBN: 1-55806-083-9
40 pages.
ROGUES OF THE BORDERLANDS contains: 2 Page Full-Color Map depicting the region of Numeriador; 3 exciting adventures; seek legendary gold and the mystery behind a cabin haunt in "The Legend of the Ice Caves"; capture the pranksters whose jokes are lethal rather than funny in "No Sense of Humor"; and discover the sinister secret behind the animated corpse that walks "The Celeglin Barrows". 3 additional scenarios: brief outlines for a clash with bandits, the rescue of a newly hatched Great Eagle, and a descent into the ruined and flooded halls of Belegost; Detailed Layouts: of all adventure sites. Statistics: for all the hunters, trappers, and beasts of Numeriador, all NPCs, monsters and Círdan the Shipwright.
This supplement presents the beautiful wild lands at the edge of the Blue Mountains, the barrier between the Lhûn River valley and the Elven Kingdom of Lindon. Numeriador has remained unthreatened by the forces of darkness for millennia. The Witch-king of Angmar knows the region however, and the open terrain holds more danger than its peaceful appearance betrays. Meet intrepid rivermen, banished Dúnedain, reclusive Elves, and the shrewd Dwarves of the Nan-i-Naugrim while roaming Numeriador's untouched scenery. Roaring waterfalls, snow-capped peaks, and deep forest whose shadows hold beasts and monsters surround the isolated hamlets and farmsteads where only the fearless and hardy dare dwell. Far from the comforts of civilization, travelers face marauding bandits, hungry Trolls, and the spies of the Witch-king throughout this frontier.

MERP Forest of Tears MERP Forest of Tears Forest of Tears
1989
MERP#: 8015
This supplement draws adventurers into the mysterious Suza Sumar, a rainforest thriving in desert sands. The Honnin, a hidden people related to the Woses of the Ered Nimrais, dwell between the boles of the great trees, harvesting the forest's bounties and zealously guarding their secrecy. Despite their caution, the Dark Lord's schemes soon may boil out of the Forest of Tears to overrun all of Far Harad. Explore the sunspeckled twilight beneath the boughs of the Forest of Tears. Amidst the songs of brilliantly feathered birds, a small people struggles with its insane gods, fighting to keep the traditions of its age-old society intact. Obsessed with secrecy, the Honnin are troubled by a cannibalistic spirit who preys on its worshippers and a Tavari seduced by Sauron's promises of power. These dangers threaten visitors to the mysterious Forest of Tears.
FOREST OF TEARS contains: 2 Full-Color Maps: including a regional map and a map of the nearby city of Bozisha-Dar. 3 Exciting Adventures: confront an order of the Honnin Monks intent on guarding the secrecy of "The Hidden Shrine"; avenge the death of a Haradan youth in "The Tower of Birds"; and combat a local goddess pledged to Sauron's service in "The City of Pred". Detailed Layouts: of all adventure sites. Statistics: for Honnin priests and monks, beasts of the Suza Sumar, and one of the powerful Tavari.

MERP Dagorlad and Dead Marshes Dagorlad and the Dead Marshes
1984
MERP#: 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.

MERP Tower of Cirith Ungol Shelobs Lair The Tower of Cirith Ungol and Shelobs Lair
1984
MERP#: 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.

MERP Hillmen of Trollshaws MERP Hillmen of Trollshaws Hillmen of the Trollshaws
1984
MERP#: 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.

MERP Thieves of Tharbad Thieves of Tharbad
1985
MERP#: 8050
Cover Price: $6.00
ISBN: 0915795353
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. This product details the major trading city west of the Misty Mountains, a city teeming with cutthroats and thieves. Rescue the Princess of Cardolan's stolen tiara and help break up the complex smuggling ring. Tharbad was founded in the Second Age by Tar-Aldarion as an inland port for his fleet to use while exploring the interior of Middle-earth... Its broad avenues, public parks and well laid out streets were the envy of other northern cities, for Tharbad was built by the Numenorians at the height of their power. However the years have not been kind to Tharbad... Although much grandeur remains, most sections of the city have fallen into decay

MERP Erech Paths of the Dead MERP Erech Paths of the Dead Erech and the Paths of the Dead
1985
MERP#: 8060
ISBN# 0-915795-39-6
40 pages with 2 pages of color maps.
A great grassy hill rises from the empty rolling fields three miles from Erech. Atop the hill is the half-buried Stone of Erech. By this Stone, the Daen Coentis swore allegiance to Gondor, and it is here that the Army of the Dead shall gather when summoned to right their oath-breaking. For now, however, Ghosts come to the hill every night, guarding its spiral path and the secret of the Erech Stone.

MERP Goblin Gate and Eagles Eyrie Goblin Gate and Eagle's Eyrie
1985
MERP#: 8070
ISBN: 091579540X
Cover Price: $6.00
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.

MERP Rivendel House of Elrond MERP Rivendel House of Elrond Rivendell, The House of Elrond
Iron Crown Enterprises
1987
MERP#: 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.

MERP Brigands of Mirkwood MERP Brigands of Mirkwood Brigands of Mirkwood
Iron Crown Enterprises
1987
MERP#: 8090
BRIGANDS OF MIRKWOOD includes: 2 full-color maps: featuring a beautifully detailed city map, and an area map of southern Mirkwood. Major Layouts: detailing an evil magician's castle, the huge Rogue's Clan-hall, the Angry Horse Inn; plus enlarge city-sections. Strayhold: a rude community not to be forgotten, and not to be taken lightly. 3 complete adventures: The Excursion to Strayhold, Raid on the Rogue's Clan-hall, The Castle of Leärdinoth.
This supplement is set in the most remarkable town of southern Rhovanion. Hazard the gullies and ravines that form the streets of Strayhold, a few miles south and east of Mirkwood. Called by many names, few of which are complimentary, it is home to scores of merchants and travellers who ply the Road to Rhûn. It also harbors an unsavory lot of highwaymen, petty thieves, and beggars. Brigands features three complete adventures. All are self-contained, and can easily be used in other locales. The settlement of Strayhold, with its rag-tag collection of buildings, has the air of a dark carnival. For first time acquaintances, its corduroy streets form an intimidating labyrinth filled with hawkers and revellers. Strayhold's shops cater to vagabonds and rogues out to spend their ill-gotten gains and to travellers looking for excitement or rare goods. All manner of goods are available within the tangled streets; the sellers vary from friendly and helpful to dangerous and deadly. Unfortunately, most of the inhabitants lean toward the latter