By Larry Niven, Steven Barnes

A bunch of faux adventurers swimsuit up for a crusade known as "The South Seas Treasure Game." As within the early position enjoying video games, there are Dungeon Masters, warriors, magicians, and thieves. the variation? At Dream Park, a futuristic myth subject park jam-packed with holographic points of interest and the newest in VR expertise, they play in a man-made enclosure that has been more desirable with lighting tricks, holograms, actors, and a smart storyline. The avid gamers get as shut as attainable to actually residing their adventure.

All's enjoyable and video games until eventually a Park safety shield is murdered, a necessary learn estate is stolen, and all proof issues to somebody contained in the online game. The park's head of defense, Alex Griffin, joins the sport to discover the killer, yet unearths new that means within the video games he is helping retain alive.

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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 background of the 2 kingdoms parted; the big name of Gondor rose, yet that of Arnor fell into darkness. forces introduced the destruction of the North nation. the 1st was once the waning of the Dunedain who dwelt in Arnor. the second one, and much larger was once 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 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 have been decreased, they have been nonetheless nice. The weather of Arnor used to be light and the land was once 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 ahead of the land held any whisper of the shadow of Angmar. For purposes unknown the Dunedain deserted their capital of Annuminas upon the seashores of Lake Nennuial, and withdrew to the lesser fort urban of Fornost.

The country of Arnor used to be doomed to "a frost in Spring, and a blight in summer time. " 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 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 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 least, the mountains have been some distance off. None gave their recognition 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 turned conscious of the starting to be 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 through evil hillmen in league with Angmar and Argeleb was once 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. 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 was once contained for a time.

ANGMAR

The land of Angmar is without doubt one of the grimmest locations 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 situated upon the barren undeniable among the fork within the mountains; the border protect 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 desire the protection of the tunnels within the mountains. within the East the Witch King has no border safeguard; the mountains bar access into Angmar from that path, other than to people who understand the orcish tunnels.

Extra resources for Dream Park (Dream Park, Book 1)

Sample text

In all other ways, this ability functions as the spell detect undead as cast by a cleric of the night hunter’s class level. Healing Techniques (Ex): The affliction of lycanthropy is a disease, to be cured or destroyed like any other sort of illness. The knowledge of the night hunter allows her to administer healing techniques to cure the early onset of lycanthropy. Many of these techniques are not know to the public, but wherever the night hunter travels, she always attempts to share this information and gift with others.

Originally, the organization catered to hedonists seeking new sources of experience, and they had a penchant for hallucinogenic drugs. As the story goes, one of the original members—whose name is lost in the past—developed psionic powers after an extended exposure to controlled doses of insanity mist. Further experimentation deduced that this member had also suffered through cackle fever as an adolescent. Conclusions were drawn, and soon the Interlopers changed. A new inner circle, all psychic interlopers, rose to control the organization.

Most of the time, Interlopers work alone or with only one or two other members. At Mad Hazle’s request, however, the entire organization meets in secret in order to work toward some grand, invariably evil end. Campaign Integration The Interlopers can easily serve as recurring villains in a campaign. Since each Interloper cell operates more-or-less independently of the others, it is possible that the PCs could encounter them two or three times before even realizing that there are any connections from cell to cell.

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