By Chris Sims, David Noonan

A D&D event for 14th-level characters.

In this experience, the heroes needs to resolve the plots of the vile minions of Lolth, the notorious Demon Queen of Spiders. alongside the best way, they'll face off opposed to drow, demons, and worse!

This event should be run as a stand-alone event or as half of a three-part sequence of adventures (starting with P1 King of the Trollhaunt Warrens) that spans 10 degrees of gameplay.

Demon Queen's Enclave is a D&D experience designed to take characters from 14th to seventeenth point.

Show description

Read Online or Download Demon Queen's Enclave (Dungeons & Dragons 4th Ed: Adventure P2) PDF

Similar role-playing games books

Traps & Treachery II: A Sourcebook of Deadly Machinations (Legends & Lairs, d20 System)

The realm simply obtained a bit extra risky.
Fantasy Flight video games is proud to announce a moment publication of lethal machinations that DMs can use to pulp, pulverize, and puree their participant characters. within the culture of the unique Traps & Treachery, this publication will comprise hundreds and hundreds of recent poisons, mechanical traps, magical traps, and mind-bending dungeon puzzles. The e-book should be generously illustrated through extra of the smart mechanical illustrations that graced the 1st Traps & Treachery booklet.

Pathfinder Companion: Cheliax, Empire of Devils

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 keep watch over 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.

Pathfinder Player Companion: Pirates of the Inner Sea

Info on pirate strongholds, from the tropical isles of the Shackles to the Varisian urban of Riddleport and past, current a variety of thoughts for freebooters, corsairs, scallywags, or even government-sponsored privateers through the internal Sea area. Pirate-themed archetypes, new spells and magic, feats, piratical personality characteristics, a pirate slang primer, and extra look ahead to plunder during this player-friendly e-book!

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

Angmar contains:

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

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, and so they 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 at first of the 3rd Age. at present the historical past of the 2 kingdoms parted; the celebrity of Gondor rose, yet that of Arnor fell into darkness. forces introduced the destruction of the North country. the 1st used to be the waning of the Dunedain who dwelt in Arnor. the second one, and much higher was once 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 gear of the Dunedain of the North.

Arnor had suffered relatively little within the warfare opposed to Sauron on the end of the second one Age, and the dominion must have prospered. even though the numbers of the Dunedain were lowered, they have been nonetheless nice. The weather of Arnor was once gentle and the land was once 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 earlier than 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 state of Arnor used to be doomed to "a frost in Spring, and a blight in summer season. " The heirs of the dominion may well now 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 was once 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 at the very least, 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 throughout 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 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 through 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 used to be 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.


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 japanese Misty Mountains. Little task is established upon the barren simple among the fork within the mountains; the border defend of guys is decided 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 favor the protection of the tunnels within the mountains. within the East the Witch King has no border protect; the mountains bar access into Angmar from that path, other than to those that understand the orcish tunnels.

Additional resources for Demon Queen's Enclave (Dungeons & Dragons 4th Ed: Adventure P2)

Sample text

It makes a stand there against any pursuing adventurers (see “Under the Bridge”). The chwidenchas make scuttling charge claw attacks against the closest PCs. They then target lightly armored PCs with impaling claws. A chwidencha that has grabbed a PC attempts to retreat with it (making a Strength vs. Fortitude attack to move half its speed). When it reaches the bottom of the bridge, it continues with impaling claw attacks until the target escapes (likely falling to its death) or is killed. The chwidenchas fight on the bridge until reduced to 20 hit points or fewer, after which they retreat under the bridge and fight to the death there.

As long as a creature is grabbed by a chwidencha, it is not at risk of falling. However, if a character escapes the grab, he or she falls. A character falling from beneath the bridge can make a saving throw to snag a web line and hang on. From there, climbing back up to the bridge is a DC 18 Athletics check. A failed save indicates that the character falls (see below for details). 3 Chwidenchas (C) Level 13 Brute Medium fey magical beast (shunned, spider) XP 800 Initiative +9 Senses Perception +9; darkvision, tremorsense 10 HP 160; Bloodied 80 AC 25; Fortitude 25, Reflex 22, Will 22 Speed 6, climb 6 (spider climb) m Claws (standard; at-will) +16 vs.

Fortitude; 3d6 + 5 necrotic damage, and the battle wight regains 10 hit points. Alignment Evil Languages Common, Elven Skills Intimidate +16 Str 21 (+11) Dex 14 (+8) Wis 9 (+5) Con 18 (+10) Int 12 (+7) Cha 21 (+11) Equipment plate armor, heavy shield, longsword Cave Widow (W) Level 14 Skirmisher Medium natural beast (spider) XP 1,000 Initiative +13 Senses Perception +16; tremorsense 10 HP 144; Bloodied 72 AC 28; Fortitude 26, Reflex 23, Will 21 Resist 10 poison Speed 6, climb 4 (spider climb) m Bite (standard; at-will) ✦ Poison +19 vs.

Download PDF sample

Rated 4.41 of 5 – based on 19 votes