MERP scenarios in english
Auteur : inconnu
Mis à jour au 16-03-2001
Adventurer
A Cause of Death
Publication : Adventurer 5
Language : English
Setting : Belfalas
Cocoon
Publication : Adventurer 8
Language : English
Setting : Calenardhon
Darkness over Eriador
Publication : Adventurer 11
Language : English
Setting : Arthedain
Adventurers Club
Iffgûld’s Keep
Publication : Adventurers Club 8 (German translation in ZauberZeit 4.)
Setting : post-TA 2911 Rhudaur
Synopsis : A frost giant from the Misty Mountains has established himself in a ruined castle in the Ettenmoors. The Rangers hire the PCs to deal with him.
The Stolen Sword
Publication : Adventurers Club 9
Setting : Arnor
Synopsis : A mission to recover the sword Galagrist for a knight of King Argeleb II.
The Legend of Zagoth
Publication : Adventurers Club 11
Setting : Rhudaur
Synopsis : A dungeon crawl through a tower in the Trollshaws once inhabited by an evil sorcerer.
Zirifair’s Sorcery
Publication : Adventurers Club 10
Setting : Anórien
Synopsis : An investigation into the Great Plague through the streets of Minas Anor.
The Stolen Steed of the Sovereign
Publication : Adventurers Club 11
Setting : FA Rohan
Synopsis : A chase after Snowshade, the personal mount of King Elfwine of Rohan.
Raid on Barluin
Publication : Adventurers Club 12
Setting : Rhudaur/Dunland
Adventures Unlimited
A Gift from the West
Publication : Adventures Unlimited 3
Setting : TA 3018 Misty Mountains
Synopsis : Set in the weeks right before Aragorn arrives with the Hobbits in Rivendell. The party experiences dreams (similar to those of Faramir) of a glimpse of hope out of the west and a light fallen from the sky. After searching for hints they arrive at a spot in the Misty Mountains where a shining meteorite lies. Unfortunately a party of Dwarves, who were there first, claim it as their own. The PCs must find a suitable solution to get the rock to Rivendell (where Elven-smiths will use its light to reforge Aragorn’s sword, Narsil), and to satisfy the Dwarves” rightful claim on it.
Ærden
The White Lady
Publication : Ærden
Language : English
Setting : TA Tharbad
Synopsis : An Orkish mage is engaging in foul breeding experiments in a secret lair in the Misty Mountains. In order to lure new victims, the mage’s ally in Tharbad hires the PCs to journey to the lair on the pretext of recovering a lost sword named the White Lady.
Fantasy Chronicles
Five Farthings
Publication : Fantasy Chronicles 4
The Little Troll
Publication : Fantasy Chronicles 8
Game News
The Legend of Troggha’s Tower
Publication : Game News 4
Setting : Morthond
Grey Worlds
Issue 1, 2, 3
Guildcompanion
Death on the Wing
Publication : The Guild Companion (December 1998)
Setting : TA Númeriador or Mountains of Mirkwood
Synopsis : PCs raid a lair of winged monsters.
In the Angle
- Minas Brethil (March 1999)
- The Scourge of Smallforge (May 1999)
- The Marauders (July 1999)
- The Siege of Harnalda (October 1999)
- Trapped in Harnalda (December 1999)
- Ennemy Within (July 2000)
- The Haunted Vale (October 2000)
Setting : TA 1644 Rhudaur
Fire and Ice
- Fire and Ice (August 2000)
- The Watcher of Carn Dûm (February 2001)
Iron Crown Quaterly
The Healing Tree
Publication : Iron Crown Quarterly 2
Setting : Mirkwood
Ogrut’s Task
Publication : Iron Crown Quarterly 5
T’revor’s Tale
Publication : Iron Crown Quarterly 2, 3, 4, 6, 7, 8, 9
Maelström
Where the Withywindle Flows (Part 1): The Lost Dúnadan
Publication : Maelstrom 1 (Maelstrom Publishing : General Delivery, RR1, Gilford, Ontario, Canada, L0L-1RO ; Subscription cost is \$27 US or \$33 Canadian per year. One year subscription includes 6 issues.)
Language : English
Setting : Eriador
Synopsis : Part 1 of a 6-part MERP mini-campaign : The Lost Dúnadan ; Pine for Mallorn ; Free Folk’s Fair ; Hobgoblins and Half-breeds ; The Precious ; Down the Barrow.
Motive
Raid on Lauremar
Publication : MOTiVE 4
Language : English Setting :
Love Conquers All
Publication : MOTiVE 7
Springtime in Arthedain
Publication : MOTiVE 11
The No-Win Scenario for MERP
Publication : MOTiVE 12
Short Adventure Ideas
Publication : MOTiVE 17
Middle Earth for Fantasy Hero
Publication : MOTiVE 19
Setting : TA 1970 Arthedain
Synopsis : Roleplaying in Arthedain, 1970 Third Age
The Miller’s Tale
Publication : MOTiVE 21 (Reprinted in Other Hands)
Setting : TA 2031 Minas Tirith
Synopsis : PCs investigate a murder in Minas Tirith and get caught up in the dirty dealings of an unscrupulous miller.
The Spears of Savaron
Publication : MOTiVE 24
A Nightmare for Melyanna and the Fugitive of Gondor
Publication : MOTiVE 26
The Assassin, the Thief, his Lover and the Mage
Publication : MOTiVE 26
Other Hands
Beyond the Third Age : Roleplaying in all ages of Arda
Publication : Other Hands 1
Summary : Campaign ideas for the 1st, 2nd and 4th Ages.
Enemies to Protect Us
Publication : Other Hands 4
Setting : TA 3019 Dunland
Synopsis : The wizard Saruman is about to solidify an alliance with the Dunlending clans in anticipation of his war on Rohan. Théodred (son of King Théoden) sends the PCs to spy out Dunland days before this happens. If the PCs manage to frustrate the alliance by drawing off the support of some of the Dunlendish clans, Saruman’s strength will be lessened.
Semper Fidelis : Some Ideas for a Second Age Campaign
Publication : Other Hands 5
Summary : Outline of a Second Age campaign centered on Gondor and Umbar.
The Queen of Shadow : A Fourth Age Campaign
Publication : Other Hands 5 (Danish translation in Athelas 2.)
Summary : Elaboration of the Fourth Age campaign ideas outlined in Beyond the Third Age.
Eyes of the Blind Night
Publication : Other Hands 6 — 7
Setting : TA 1450 Gondor
Synopsis : The sequel to the tale of Neithan in ICE’s Kin-strife module (with a circumstantial tie-in to the « Lost Elendilmir » adventure in Southern Gondor : The Land). The Black Númenórean Cult of Melkor seeks to exterminate the Line of Anárion and install a descendant of Queen Berúthiel pliant to its will (Neithan) upon the throne of Gondor. The annihilation of Gondor’s royal house is to be accomplished by using the scrying powers of the palantír of Orthanc to aid the cat-spirits of Benish Armon in assaulting the king and his family. Meanwhile, to win the hearts of Gondor’s people during his anticipated usurpation of the throne, Neithan prepares to quest for the Karma of Aldarion, which lies in Fuinur’s Well beneath the Mirror of Fire in Far Harad. However, in order to cross the Mirror safely, he must first obtain all three fragments of the magical key to Fuinur’s Well, one of which lies hidden within the Hall of the Faithful in Pelargir. The adventure opens with the cult’s seizure and theft of the palantír from Orthanc. The PCs are summoned by King Eldacar to find and recover the seeing- stone. The trail leads them to Pelargir, just after minions of the cult have worked destructive sorceries to gain access to the Hall of the Faithful (searching for the fragment of the key to Fuinur’s Well). The PCs enter the ruined hall just in time to come to blows with the cult and also to stumble across some long-forgotten secrets about Berúthiel and her bloodlineóthen the hall is deluged (per « The Lost Elendilmir »), and the PCs must struggle to escape the collapsing hall with their lives. Next they get an opportunity to thwart the ritual that will unleash the cats against the royal house, and finally to quest for the Karma of Aldarion themselves and defeat Neithan.
Ûvatha the Horseman
Publication : Other Hands 6 — 7
Setting : TA 3017 Rohan/Anórien
Synopsis : While crossing the River Anduin as they embark upon their hunt for the Ring, one of the Nazgûl (Ûvatha) loses his steed and is forced to commandeer another. His brethren let him off near the Halifirien beacon and continue on towards Isengard. With the aid of two Trolls, Ûvatha procures a horse from a roadside inn along with the innkeeper’s son, and then retires to the Troll- lair for a brief respite before pressing on. The PCs are lodging at the inn and are asked to help recover the missing boy and horse.
The Knife of Betrayal
Publication : Other Hands 8
Setting : TA 1450 Arthedain
Synopsis : While passing through the Arthadanian village of Rood a recent acquaintance of the PCs is framed for murder. They must expose the true culprit.
The High Cost of Living
Publication : Other Hands 10 — 11
Setting : TA Ithilien
Synopsis : While traveling through South Ithilien, the PCs stumble upon the scene of a murder in progress and are forced to fight for their lives. If they survive, they have an opportunity to thwart (or abet) the machinations of a corrupt Ithilien nobleman.
All that Glitters (Part 1): The Seven Swordsmen
Publication : Gondica (First printed in Other Hands 10 — 11.)
Setting : TA 1641–1944 Harondor
Synopsis : There is a gold rush in Harondor. A greedy crimelord hires seven mercenaries to drive Dwarven prospectors off their claim. The PCs try to stop them.
All that Glitters (Part 2): The Beauty and the Priest
Publication : Gondica (First printed in Other Hands 10 — 11.)
Setting : TA 1641–1944 Harondor
Synopsis : A young girl is kidnapped by a band of Harondorian raiders and the PCs must save her before her captors sacrifice her to the Dark Lady of Lugarlûr.
A Dog’s Life
Publication : Other Hands 15 — 16
Setting : TA 1640s Tharbad
Synopsis : An obsessive animal collector from Cardolan has hired a pair of rogues to procure for him one of the royal wolfhounds of Arthedain for his menagerie. The rogues end up abducting a litter of five pups belonging to the Captain of the King’s Rangers and try to spirit the dogs back to their employer. However, their Arthadanian pursuers (in addition to some Angmarean black rangers, who have gotten wind of the situation) catch up with them at Tharbad, bent on recovering the prized hounds. Meanwhile, a greedy servant from the inn the dog-nappers are lodging at approaches the PCs, inviting them to steal for him a « valuable cargo »…
The Mystery of the Blessed Child
Publication : Other Hands 20
Setting : TA 1640 Mirkwood
Synopsis : A mysterious wanderer rescues the PCs from a pack of ravenous wolves and, in return, implores them to help save an innocent child’s life : an evil witch has kidnapped an infant from among the Woodmen of Mirkwood, and intends to sacrifice the child in some horrible sorcerous rite at an ancient ruin in the midst of the forest. Wary PCs will soon perceive that the situation is not quite as simple as they have been led to believe.
Broken Covenant
Publication : Other Hands 21
Setting : TA 1640 Arthedain
Synopsis : A traitorous courtier at Fornost beguiles the king’s adoptive daughter and spirits her off to Angmar along with the royal seal. Before the traitor reaches his destination, however, his captive breaks the enchantment she is under, kills her captor, and makes off with the seal in search of a way back to Arthedain. Unfortunately, she stumbles upon the lair of one of Shelob’s relatives and is trapped there by the spider. Gandalf summons the PCs to find and rescue her.
The Knights of Eärendur
Publication : Other Hands 23
Setting : TA 1409 Arthedain/Cardolan
Synopsis : PCs must rescue the palantír of Weathertop from the Witch-king and use its powers to prevent a plot against the surviving royal heirs of Arthedain and Cardolan.
Family Business
Publication : Links to game-related Tolkien Internet resources (First printed in Other Hands .)
Setting : TA Lamedon
Synopsis : A nubile peasant maiden elopes with her lover. As guests lodging in her father’s house, the PCs are asked to help find and reprimand the star-crossed lovers before they consummate their rebellious union.
The Legacy of Calimendil
Publication : MERP Programs and Adventures (First printed in Other Hands 8.)
Setting : TA 1643 Cardolan/Rhudaur
Synopsis : The PCs stumble upon the magical sword of Calimendil (= Celervellon), a former king of Cardolan who perished while at war with Rhudaur in TA 1235 (See Arnor : The People p. 38.). The sword gives the PCs dream-visions which lead them to the forgotten resting place of other magical weapons.
The Miller’s Tale
Publication : MOTiVE 21 (Reprinted in Other Hands .)
Setting : TA 2031 Minas Tirith
Synopsis : PCs investigate a murder in Minas Tirith and get caught up in the dirty dealings of an unscrupulous miller.
White Dwarf
Tolkien’s Moria for AD&D
Publication : White Dwarf 38
Setting : Moria
Synopsis : Scenario using Tolkien’s Moria as an introduction to AD&D.
The Dawn of Unlight
Publication : White Dwarf 64
Setting : TA/FA Mirkwood
Synopsis : A cult of evil Elves and Men seeks to summon Ungoliant’s spirit back to Middle-earth. The PCs find out about it and get a chance to stop them.
Star Spray
Publication : White Dwarf 73
Setting : TA/FA Lebennin
Synopsis : Elwing (S. « Star-spray »), wife of Eärendil the Mariner, can no longer endure her separation from her husband (Sil.250) and conceives a plan to regain the Silmaril that Maglor cast into the sea and use the holy jewel to enable her to join Eärendil on Vingilot permanently. Elwing learns from her bird-friends that the Silmaril has come to rest on the island of Tol Thúle (a fragment of Tol Eressëa that remained tied to Earth when the Undying Lands were removed) and manipulates Maglor by way of dream-visions into questing for it. Maglor manipulates the PCs into helping him.
A Secret Wish
Publication : White Dwarf 77
Setting : SA/TA (geographical location left open)
Synopsis : Glorfindel did not actually die in his contest with the Balrog ; rather, Uinen preserved his body with a magical kiss. When Beleriand sunk beneath the waves, one of Uinen’s nymphs spirited Glorfindel’s slumbering body away in hopes of awakening him. The PCs stumble upon her lair and have an opportunity to do the honors.
Where and Back Again ?
Publication : White Dwarf 79
Summary : Ideas for running Middle-earth campaigns during the various ages of the world.
Taurëfantô
Publication : White Dwarf 87
Setting : TA 1050–1856 Dor Rhúnen (southeastern Rhovanion)
Synopsis : A group of Ent-wives returns out of the East in the Taurëfantô (an enchanted, Noah’s Ark-like vessel that moves across dry land) in order to implant an enchantment that will redress Sauron’s curse upon the Brown Lands. The Necromancer tries to stop them and the PCs try to help them.
Letters From a Foreign Land
Publication : White Dwarf 93
Setting : Calenardhon
Web sites
Unwanted help
Par carl.michel@swipnet.se — [http://home7.swipnet.se/]
The lost heirlooms of Isyr
Par carl.michel@swipnet.se — [http://home7.swipnet.se/]
Death in the Sewers
Publication : Richard Denning’s Middle Earth Roleplaying Site
Setting : TA 1900s Tharbad
Minotaur Island
Publication : Richard Denning’s Middle Earth Roleplaying Site
Setting : TA 1900s Cardolan
Encounter with Zarg
Publication : Richard Denning’s Middle Earth Roleplaying Site
Setting : TA 1900s Arthedain
Bar-En-Carnil
Publication : Richard Denning’s Middle Earth Roleplaying Site
Setting : TA 1640 Cardolan
An Abandoned Tower
Publication : Richard Denning’s Middle Earth Roleplaying Site
Setting : TA 1900s Eriador
An Old Fort
Publication : Richard Denning’s Middle Earth Roleplaying Site
Setting : TA 1900s Eriador
The Tyranny of the Dragon Lord
Publication : Richard Denning’s Middle Earth Roleplaying Site
Setting : TA 1640 Misty Mountains
The Uruk’s Head
Publication : Richard Denning’s Middle Earth Roleplaying Site
Setting : TA 1640 Bree
The Tomb of the Fallen Dúnedain King
Publication : Middle Earth Role Playing
Setting : TA Rhudaur
Synopsis : The PCs are invited to go kill a band of grave robbers and take the ill-gotten goods for themselves.
Infiltrations
Publication : Middle Earth Role Playing
Setting : TA 2000–2510 Framsburg
Synopsis : A nefarious kidnapping gang terrorizes the leading houses of the Éothéod and the PCs are hired to put an end to it.
Orc-nest
Publication : Linkan’s MERP and Rolemaster Page
Setting : TA 1–2912 Tharbad
Synopsis : PCs hire on as caravan guards for a merchant traveling to Minas Tirith and run into Orcs along the way.
The Old Plow
Publication : Linkan’s MERP and Rolemaster Page
Setting : Generic
Synopsis : No pre-arranged plot, just an encounter waiting to happen.
The Silver Skull
Publication : Linkan’s MERP and Rolemaster Page
Setting : Generic
Synopsis : PCs live in a town divided into two religious factions. The other side obtains a magical silver skull and the PCs want to steal it.
Withdrawn to Mordor
Publication : http://www.geocities.com/TimesSquare/2053/ICEmordor1.html
Setting : TA 3019 Mordor
Synopsis : The game starts with the characters celebrating the imminent fall of the West and the complete victory of Sauron. Things go downhill in a hurry when, in full view of the company, the Barad-dûr collapses, Mount Doom erupts in fury, and the chief Variag priestess present announces that the God Tumrakhi, Tumrakhi who is Sauron, is DEAD. Earthquakes ensue. Towers and castles fall. The land fractures and remakes itself. Dust gets everywhere, and there’s no cleaning people due for a long, long time. The characters are now faced with series of choices. They will have to deal with marauding bands of Orcs, insane Trolls, and even-more-insane refugees who refuse to believe that Sauron is no more. They will have to round up drinkable water, edible food, and maybe even help to carry their heavier sacks of plunder. Perhaps worst of all, they face danger from spirits of air, earth, fire, and water whose presence has been beaten down by the Will of Sauron and his Ring for more than five thousand years. These spirits will bring Mordor back into the true ecology of Middle-earth, but not without some kicking and screaming along the way…
Regardless of the choices of the players, their characters must be drawn along the path that leads to the pass of Cirith Ungol. The route South will be made deadly by the presence of the freed laves of Nurn, now some 200,000 in number, armed and armored from the sack of Urlurtsu Nurn and unnumbered lesser fortresses, killing and slaying and killing and burning and killing everything in their path. The Mountains of Shadow are impassible to most of the characters, and the way North is blocked by the ruin of Orodruin and the presence of the army of Gondor at the Morannon. The sensible, the cowardly, and the pragmatic will agree that Cirith Ungol is the way to go.
There is one heck of a surprise waiting for the characters at the base of Cirith Ungol. The Mouth of Sauron has survived the wreck of the Morannon and has come South to gather the ex-minions of Sauron unto himself. He needs numbers and skills to establish himself out East, and he will latch onto the characters as just the kind of cannon-fodder (sorry, did I say that out loud?) he needs. The remainder of the adventure takes the company, some by their own free will, and some by compulsion (the Mouth is a 50th level Mage, of course) to the Tower of Cirith Ungol. The Mouth believes he will find a significant store of goods, arms, and armor there, enough to support his fledgling army of Darkness in its quest for a new home. The characters will have to examine their loyalties and their newfound free will and see if the Mouth is someone to be followed… or filleted.
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