By Peter C. Fenlon Jr., Ruth S. Pitt, Jeff O'Hare

A BESTIARY OF ANIMALS AND MONSTERS

In a myth position taking part in video game, you develop into a first-rate personality in an experience you create. With Creatures of Middle-earth you could upload the creatures from J.R.R. Tolkien's THE HOBBIT and THE LORD OF THE jewelry in your delusion online game. listed below are Endor's strongest creatures, the well-known and notorious beasts and monsters who have an effect on the background of Middle-earth. Summon them so as to add drama and probability in your video game.

How do you want to duel Smaug the Dragon or hunt a Kraken within the tough Southern Seas? may well you outrace a Fell Beast or vanquish an undead Barrow-wight? have you attempted to tame a wild Kine or elude a hungry pack of Wargs?

This quantity describes the animals and monsters in Tolkien's international. every one species has a normal heritage and a personality word list that alphabetically lists significant participants. those beings are defined when it comes to visual appeal, motivation, features, and historical past. video game information for the MERP and Rolemaster online game platforms also are integrated. those stats could be simply switched over to such a lot significant FRP platforms.

Inside you'll locate:

Animals - every thing from nice Eagles and Mearas of Rohan to the lowly Neekerbreekers

Flying Beasts
Crawling Beasts
Swimming Beasts
Monsters - starting from fiery Dragons to pitiless Wargs

Animate crops
Demons
Drakes
Flying Monsters
Giant Races
Pûkel-creatures
Spiders
Water Monsters
Undead

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

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- four significant ground plans
- eight B&W maps
- Cultures, herblore & guidance for working your personal adventures
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Trolls, Giants, Dragons, Bears, Wargs, Orcs and naturally THE WITCH KING OF ANGMAR

BACKGROUND

"It is ever so with the issues that males commence: 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 initially of the 3rd Age. at the present the background of the 2 kingdoms parted; the famous person 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 boys of Arnor withstood the evil energy of the Witch King for 6 lengthy centuries, a tribute to the energy and tool of the Dunedain of the North.

Arnor had suffered relatively little within the conflict 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 gentle and the land used to be fertile and freed from enemies. For a number 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 fort urban of Fornost.

The country of Arnor was once doomed to "a frost in Spring, and a blight in summer time. " The heirs of the dominion may possibly 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 was once divided into 3 kingdoms: Cardolan, Rhudaur, and Arthedain. The quarreling persevered; Rhudaur and Cardolan contested the ownership of the tower of Amon Sul and its Palantir. The watch on evil slept within the north; males became 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 a ways off. None gave their consciousness 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 grew to become conscious of the becoming evil within the mountains, yet Angmar was once nonetheless getting ready its energy. 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 pressured to escape westward. Cardolan was once 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 was once 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 situated upon the barren undeniable among the fork within the mountains; the border shield of fellows is determined within the rolling hills upon the sting of the low plateau. those males watch the lengthy border highway that runs from Carn Dûm to the southern tip of Angmar. The orcs want 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 people who be aware of the orcish tunnels.

Extra info for Creatures of Middle Earth (MERP ICE #8005)

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Currently unclaimed, and for good reason. Pathfinder Campaign Setting: Lords of Chaos Chapter Three Demonology The sacrifice must be bound such that escape is impossible, yet not so securely that hope for escape is impossible. Let hope grow. Let it bloom, as might a beautiful wildflower from the corruption of an infant’s body rotting in a field—the flower knows not what gift of fertility it quickens within. A sacrifice’s death should never be hastened, save in the case of a secondary offered as an indulgence or demonstration of intent to the primary.

In life, these slimedripping and amorphous demons were those who befouled or destroyed objects of beauty—they are similar to hezrous in this way, save that they form from the souls of those who found satisfaction not from the act of pollution but from the act of using pollution to despoil. Source: Pathfinder RPG Bestiary 2 79. Associated Sin: Destruction and desecration of beauty. Preferred Sacrifice: An air-breathing creature for the omox to smother, or any beautiful work of art worth at least 500 gp for the omox to destroy.

Realm: The slums of Yanaron (Kurnugia). Unholy Symbol: Circle of seven ants biting each other’s back left leg. Obedience: Meditate while within a swarm of ants. Gain a +4 profane bonus on saves against charm effects. Boons: 1 enthrall; 2 giant vermin; 3 mass suggestion. Menxyr Cadaverous Menxyr, known to many as the Coffin Groom, stands nearly a dozen feet high but weighs barely over a 38 Demonkind Ovonovo Commander: None. Realm: The Razormaze Glaciers (Jhuvumirak). Unholy Symbol: A frost-caked, skeletal, three-fingered hand.

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