By Sage LaTorra, Adam Koebel

Dungeon international is a global of wonderful event. an international of magic, gods and demons, of excellent and evil, legislations and chaos. courageous heroes enterprise into the main harmful corners of the land looking for gold and glory.

Adventurers take many shapes in Dungeon international. The races of elves, males, dwarves, and halflings all have their heroes. a few are near-invincible beasts of conflict encased in iron armor. Others are extra mysterious, conjuring up and wielding the robust forces of magic. Treasure and glory are sought by way of a holy cleric, a tough thief, a amazing paladin, and more.

It isn’t all effortless heroics and noble bravery, although. at any time when the ranger publications his acquaintances during the old woods there are 100 issues ready to chunk his head off. Slavering hordes of goblin troops, possibly. Or is that this the Cursed wooden, the place dwells the grey Witch? Or the throngs of hateful useless, seeking to drag a meaty corpse again to their lair? frightening, yes, yet there’s treasure, too.

More gold and jewels and magic misplaced to guy have fallen among the cracks on the earth than you could think. Who greater to retrieve it than a band of stalwart heroes?

You and your mates are these heroes. You cross the place others can’t or won’t. There are significant issues lurking on this planet. Are you prepared to stand them?

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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 once they got here to Middle-earth from Numenor; Gondor within the South, and Arnor within the North. either have been reasonable and filthy rich kingdoms at first of the 3rd Age. at the moment the historical past of the 2 kingdoms parted; the superstar of Gondor rose, yet that of Arnor fell into darkness. forces introduced the destruction of the North nation. the 1st used to be the waning of the Dunedain who dwelt in Arnor. the second one, and much larger 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 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 lowered, 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 couple 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 castle urban of Fornost.

The state of Arnor was once doomed to "a frost in Spring, and a blight in summer time. " The heirs of the dominion might 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 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 at the very least, the mountains have been a ways off. None gave their realization 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, it slow among T. A. 1272-1349. males grew to become conscious of the transforming into evil within the mountains, yet Angmar was once 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 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 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 was once contained for a time.

ANGMAR

The land of Angmar is among 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 founded upon the barren simple among the fork within the mountains; the border defend of guys 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 shield; the mountains bar access into Angmar from that path, other than to people who be aware of the orcish tunnels.

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Any problems, keep me in the loop. ’ So, all the characters need to do is get to Whitehall, brief the new Parliamentary Private Secretary and not actually throw up in the room. Simple. All of the Player Characters should tag along; the PPS will be more impressed by a large delegation. If the players try to palm this job off on a superior, then they are told that everyone is busy; they should seize the bull by the horns, carpe diem, take bold action and so forth, and anyway, their meeting is in Whitehall in 20 minutes and they really don’t want to be late.

Searching for Clues A quick search of the house turns up a few potential clues. Searching the red van is less productive. The Coffee Cups: There are only three people here but four coffee cups. This suggests that there was a fourth person—possibly, the same person who murdered the other three and stole the CD. The Satchel: The satchel that contained the laptop is on the floor. It is an unremarkable courier bag, with a few pens stuffed in the front pocket and a sheet of paper noting that this laptop was prepared by RASIP for the purposes of displaying a briefing and that using it for personal websurfing, installing any other software on it, connecting it to the internet or anything else means RASIP will no longer take responsibility for its contents.

Lost & Found A Call from Angleton The front door is locked but this can be picked or forced open. At the back, there is a small garden, divided from the graveyard by a low wall. The patio door at the back of the house is closed but unlocked; it opens into the dining room. There is a large and very obvious shoe print in the middle of the patio, a big muddy man-sized print pointing away from the house. See Fingerprints and Footprints, page 34. The whole place was redecorated in an attempt to sell it; there are no personal touches or mementos anywhere and no furniture bar the bare minimum.

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