Darkening of Mirkwood


Book Description




The Darkening


Book Description

In this thrilling and epic YA fantasy debut, the only hope for a city trapped in the eye of a cursed storm lies with the daughter of failed revolutionaries and a prince terrified of his throne. Vesper Vale is the daughter of revolutionaries. Failed revolutionaries. When her mother was caught by the queen’s soldiers, they gave her a choice: death by the hangman’s axe, or death by the Storm that surrounds the city and curses anyone it touches. She chose the Storm. And when the queen’s soldiers—led by a paranoid prince—catch up to Vesper’s father after twelve years on the run, Vesper will do whatever it takes to save him from sharing that fate. Even arm herself with her father’s book of dangerous experimental magic. Even infiltrate the prince’s elite squad of soldier-sorcerers. Even cheat her way into his cold heart. But when Vesper learns that there’s more to the story of her mother’s death, she’ll have to make a choice if she wants to save her city: trust the devious prince with her family’s secrets, or follow her mother’s footsteps into the Storm.




Adventures in Middle Earth Mirkwood Camp


Book Description

The Mirkwood Campaign is a complete campaign framework for Adventures in Middle-earth, set in and around Mirkwood, played out over the course of three decades. It allows you to tell your own epic saga, following your heroes in their quest as the tale of years unfolds before them. This guide includes enough adventure material to keep you playing for months or even years, and includes new rules that give your heroes a real stake in what happens to the world around them. Rules for Holdings allow them to carve out their own corner of Middle-earth, whilst new options for the Fellowship Phase and new Undertakings allow them to chart their own path through the years. Additional optional rules allow your Player-heroes to weave their backgrounds into Journey Events.




The One Ring Roleplaying Game


Book Description

"The One Ring(TM) Roleplaying Game is the newest fantasy roleplaying game set in the world of The Hobbit(TM) and The Lord of the Rings (TM), allowing you and your friends to set out on your own adventures in Middle Earth."--Page 4 of cover.




Adventures in Middle Earth Wilderland Ad


Book Description

There Are No Safe Paths In This Part Of The World. Remember You Are Over The Edge Of The Wild Now, And In For All Sorts Of Fun Wherever You Go. Wilderland Adventures Contains Seven Ready-To-Play Adventures For The 5E Ogl-Compatible Adventures In Middle-Earth Complete Scenarios That Can Be Played Separately, Or As An Epic Campaign.




Tales from Wilderland


Book Description

Wilderland awakens With the threat of Smaug removed and the Misty Mountain Orcs driven back into their foul mountain holds the Free Peoples are seizing the opportunity to reclaim the region. Kings extend their realms boundaries merchants open up trade routes to long-sundered markets and previously strained relations blossom into true alliances. At the forefront of this resurgence are adventurers. Whether they are rediscovering isolated communities battling the remnants of the Shadow or exploring the land and opening it up for others to follow groups of Heroes are proving instrumental in the taming of the Wild.




Liminal Roleplaying Game


Book Description

Liminal is a self-contained tabletop roleplaying game about those on the boundary between the modern day United Kingdom and the Hidden World- the world of secret societies of magicians, a police division investigating Fortean crimes, fae courts, werewolf gangs, and haunted places where the walls between worlds are thin. The players portray Liminals - those who stand between the mortal and magical realms, with ties to each. Examples of Liminals include: A magician who acts as a warden to protect unaware mortals from supernatural menaces Someone of mysterious birth who is perhaps half Fae. In any case they are caught up in Faerie politics whether they like it or not A burglar who steals supernatural relics. A werewolf who still has many ties to ordinary people. A dhampir, striving to do good despite their vampiric infection. A mortal detective who knows some of the real strangeness out there. The magical world has a basis in British and Irish folklore and legends, along with ghost stories and modern day popular takes on the supernatural in fiction. Inspirations from fiction include the real world fantasy novels of Ben Aaranovitch, Jim Butcher, Emma Bull, Susanna Clarke, Harry Connolly, Charles de Lint, Neil Gaiman, Benedict Jacka, and Helene Wecker. Made in the UK.




Rescue in Mirkwood


Book Description

A role playing game asks the reader to help an Elvish princess find her brother, who has been captured by the Orcs in the dark forest of Mirkwood




Brigands of Mirkwood


Book Description




The Return of the King


Book Description

Fantasy fiction. The first ever illustrated paperback of part three of Tolkien's epic masterpiece, The Lord of the Rings, featuring 15 colour paintings by Alan Lee.