By Sean K. Reynolds, Thomas M. Reid
Every little thing a participant must comprehend to play actually heroic characters within the Forgotten geographical regions setting.Champions of Valor is a accomplished consultant to enjoying valiant heroes within the Forgotten nation-states surroundings. The counterpart to Champions of wreck, Champions of Valor covers what it skill to be valorous within the geographical regions. The publication describes numerous good-aligned guilds and corporations that characters can subscribe to, in addition to the advantages for doing so. additionally, the publication provides an array of latest spells, feats, and status sessions applicable for heroes of valor, and opens up new possibilities for event, popularity, and glory for really heroic characters.
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Town of Westcrown, as soon as the capital of Cheliax, is now yet a shadow of its former glory. Pauper nobles and self-made princes vie for regulate in a city perched at the fringe of self-destruction. With whole districts deserted and left to bandits and monsters, Westcrown is a urban short of heroes.
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- eight B&W maps
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Trolls, Giants, Dragons, Bears, Wargs, Orcs and naturally THE WITCH KING OF ANGMAR
"It is ever so with the issues that males commence: there's a frost in Spring or a blight in summer season, they usually fail in their promise" (LotR III, p. 182).
Elendil and his heirs prepared kingdoms once 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 background of the 2 kingdoms parted; the superstar of Gondor rose, yet that of Arnor fell into darkness. forces introduced the destruction of the North country. the 1st was once the waning of the Dunedain who dwelt in Arnor. the second one, and much higher used to be the shadow that got here from the land of Angmar. the lads of Arnor withstood the evil strength of the Witch King for 6 lengthy centuries, a tribute to the energy and gear 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 though the numbers of the Dunedain have been lowered, 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 number of hundred years issues went good, however the air of Eriador appeared unwholesome for the descendants of Numenor. Arnor fell into decline lengthy earlier than the land held any whisper of the shadow of Angmar. For purposes unknown the Dunedain deserted their capital of Annuminas upon the beaches of Lake Nennuial, and withdrew to the lesser fort urban of Fornost.
The state of Arnor used to be doomed to "a frost in Spring, and a blight in summer season. " The heirs of the dominion may possibly now not agree at the succession to the throne of Arnor within the 9th century of the 3rd Age. In T. A. 861 the energy of the northern realm used to be divided into 3 kingdoms: Cardolan, Rhudaur, and Arthedain. The quarreling persisted; 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 not less than, the mountains have been far off. None gave their cognizance to the unpromising valley in a northern fork of the Misty Mountains.
The Witch King arose in Angmar through the realm of Malvegil of Arthedain, a while among T. A. 1272-1349. males turned conscious of the growing to be evil within the mountains, yet Angmar used to be nonetheless getting ready its strength. No attacks at the Dunedain got here till 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 way 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 used to be raised and burned and the Dunedain have been compelled to escape westward. Cardolan used to be laid to waste. support 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.
The land of Angmar is among the grimmest areas in all of Middle-earth. it isn't 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 task is headquartered upon the barren simple among the fork within the mountains; the border shield of fellows 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 security 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.
Extra info for Champions of Valor (Dungeon & Dragons d20 3.5 Fantasy Roleplaying, Forgotten Realms Setting)
The cyclopeans despise the caves and will not enter them to attack the shipwreck survivors. Their respect for the mother of beasts also holds them back, although if she should be killed or wounded, their anger will overcome their fears and drive them into the caves in search of human blood. SIR FESSIVAN Cautious, Intelligent, Organized, Solitary. Chivalrous weapons (1d10 damage, 1 piercing) 12 HP 3 Armour Close (Reach when mounted) Sir Fessivan has brought his horse and all his knightly accoutrements to Baker’s Island, and is prepared to fight the way he was trained.
The bowl can be detached from the fountain, but the cyclopeans have never done this, preferring never to tamper with ancient magical artifacts they do not understand. Because they have this item, they have never needed to fight with humans over water. Some of them would rather have a natural source of water, in case this bowl should ever fail, the way the city did, long ago. The cyclopeans will only willingly give up this fountain if they are given secure access to streams or wells that can provide them with an adequate supply of fresh water.
55 56 The Island The Chieftain’s Daughter At some point, Chu-sal, the chieftain’s daughter, may turn to the PCs for assistance. She has a favour to ask of them. Poor engineering and waste management by the settlers has ruined most sources of fresh water used by humans on the island. There is one well, but it is used by the fort. Other sources include infrequent rainfall and a few streams quite far away from the native village. Numerous islanders have fallen ill from drinking tainted water, and their only source of relief is the medical supplies supplied by Theobald DeCourt—which the tribe must pay for with sexual favours.