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Download Angmar: Land of the Witch King (MERP ICE #2300) by Heike Kubasch PDF

By Heike Kubasch

Angmar contains:

- four significant ground plans
- eight B&W maps
- Cultures, herblore & instructions for working your personal adventures
- A 16" x 20" full-color double-sided removable mapsheet, facet number one of which info the NORTHERN MISTY MOUNTAINS, part #2, maps out town of CARN DÛM

Trolls, Giants, Dragons, Bears, Wargs, Orcs and naturally THE WITCH KING OF ANGMAR

BACKGROUND

"It is ever so with the issues that males start: there's a frost in Spring or a blight in summer time, and so they fail in their promise" (LotR III, p.182).

Elendil and his heirs prepared kingdoms after they got here to Middle-earth from Numenor; Gondor within the South, and Arnor within the North. either have been reasonable and wealthy kingdoms first and foremost of the 3rd Age. at present the historical past of the 2 kingdoms parted; the megastar of Gondor rose, yet that of Arnor fell into darkness. forces introduced the destruction of the North state. the 1st was once the waning of the Dunedain who dwelt in Arnor. the second one, and much better used to be the shadow that got here from the land of Angmar. the lads of Arnor withstood the evil energy of the Witch King for 6 lengthy centuries, a tribute to the power and tool of the Dunedain of the North.

Arnor had suffered relatively little within the battle opposed to Sauron on the end of the second one Age, and the dominion must have prospered. even supposing the numbers of the Dunedain have been diminished, they have been nonetheless nice. The weather of Arnor used to be light and the land used to be fertile and freed from enemies. For a couple of hundred years concerns went good, however the air of Eriador appeared unwholesome for the descendants of Numenor. Arnor fell into decline lengthy ahead of the land held any whisper of the shadow of Angmar. For purposes unknown the Dunedain deserted their capital of Annuminas upon the shorelines of Lake Nennuial, and withdrew to the lesser castle urban of Fornost.

The country of Arnor was once doomed to "a frost in Spring, and a blight in Summer." The heirs of the dominion may perhaps not agree at the succession to the throne of Arnor within the 9th century of the 3rd Age. In T.A. 861 the power of the northern realm used to be divided into 3 kingdoms: Cardolan, Rhudaur, and Arthedain. The quarreling endured; Rhudaur and Cardolan contested the ownership of the tower of Amon Sul and its Palantir. The watch on evil slept within the north; males grew to become inwards and anxious themselves with their very own affairs. The rumours of evil multiplying within the mountains didn't curiosity them; for Arthedain and Cardolan a minimum of, the mountains have been far off. None gave their realization to the unpromising valley in a northern fork of the Misty Mountains.

The Witch King arose in Angmar in the course of the realm of Malvegil of Arthedain, it slow among T.A. 1272-1349. males grew to become conscious of the transforming into evil within the mountains, yet Angmar used to be nonetheless getting ready its energy. No attacks at the Dunedain got here until eventually Argeleb, the son of Malvegil, assumed the throne.

The subsequent sixty years have been darkish ones for the Dunedain of the North. The Dunedain of Rhudaur have been pushed out by means of evil hillmen in league with Angmar and Argeleb used to be slain in conflict. jointly Arthedain and Cardolan held the elements Hills opposed to Angmar. In 1409 T.A. the Witch King of Angmar published his deadliest attack. Amon Sul was once raised and burned and the Dunedain have been pressured to escape westward. Cardolan was once laid to waste. aid got here to the Dunedain from the Elves of the gray Havens, Rivendell, and Lorien. The armies of Angmar have been repelled from Fornost and the North Downs, and compelled to withdraw to Angmar. The shadow of the North used to be contained for a time.

ANGMAR

The land of Angmar is likely one of the grimmest locations in all of Middle-earth. it's not black and twisted like Mordor, yet heartbreakingly chilly and barren. It lies in a northern fork within the Western Misty Mountains, and within the jap Misty Mountains. Little job is established upon the barren simple among the fork within the mountains; the border shield of guys is decided within the rolling hills upon the sting of the low plateau. those males watch the lengthy border street that runs from Carn Dûm to the southern tip of Angmar. The orcs desire the protection of the tunnels within the mountains. within the East the Witch King has no border defend; the mountains bar access into Angmar from that course, other than to those that understand the orcish tunnels.

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Extra resources for Angmar: Land of the Witch King (MERP ICE #2300)

Sample text

Skills and Feats: Concentration +9, Diplomacy +4, Gather Information +4, Listen +4, Knowledge (arcana) +7, Search +1, Spellcraft +13, Spot +4; Great Fortitude, Lightning Reflexes, Magical Aptitude, Weapon Focus (scimitar). Entropic Field (Su): As a standard action, Xannifer can surround herself with 15-foot radius field of invisible, entropic energy that lasts for 3 rounds. All magical healing automatically fails within the entropic field. It takes a standard action to dismiss the entropic field. See prestige class power entry for more details.

The entropomancer isn’t immune to this effect. Spells per Day/Spells Known: Whenever an evennumbered level in the prestige class is gained, the entropomancer gains new spells per day (and spells known, if applicable) as if she had also gained a level in whatever spellcasting class in which he could cast 4th-level divine spells before she added the prestige class level. She does not, however, gain any other benefit a character of that class would have gained. If a character had more than one divine spellcasting class in which she could cast 4th-level spells before she became an entropomancer, she must decide to which class she adds each level of entropomancer for the purpose of determining spells per day and spells known.

Natural attacks allow for Strength bonuses on damage rolls, except in the case of poison and acid. The damage values given for natural attacks are for Medium creatures. To adjust for Small or Large creatures, use the following table. You become as swift as an elk. ) You become as comely as a dryad. ) You become as graceful as a cat. ) You sprout leaves and become photosynthetic. ) Your blood flows as slowly as tree sap. The speed at which progressive damage, such as that from wounding or decomposition (see Chapter 7), affects you is halved.

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