By Kraig Blackwelder, John Snead, Leonard Gentile

Relics of Legendry and Infamy

From amulets, flying carpets and magic wands to chilly fusion turbines and ray weapons, magical instruments have continually involved the preferred mind's eye. in addition they fascinate mages, for they could really make those daydreams genuine. however the universe not accepts robust magic. the place wizards as soon as solid swords which can cleave mountains, now they need to be content material with remote-control automobiles. Or needs to they...? Can Paradox be thwarted lengthy sufficient to once again permit the forging of guns of old?
Wielded with woke up Will

Forged by way of Dragon's fireplace is a e-book of Wonders, featuring complicated construction ideas for Artifacts and innovations, Charms and devices, Fetishes, Periapts, Talismans and units and extra. additionally incorporated are extended ideas for Familiars, better half spirits show up in flesh who carry a key to piercing the hurricane that rages among the worlds.

Show description

Read Online or Download Forged by Dragon's Fire (Mage: The Ascension) PDF

Best role-playing games books

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

The area simply received a bit extra risky.
Fantasy Flight video games is proud to announce a moment e-book 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 contain countless numbers of latest poisons, mechanical traps, magical traps, and mind-bending dungeon puzzles. The publication could be generously illustrated through extra of the shrewdpermanent 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 wanting 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 quite a lot of suggestions for freebooters, corsairs, scallywags, or even government-sponsored privateers in the course of the internal Sea sector. Pirate-themed archetypes, new spells and magic, feats, piratical personality characteristics, a pirate slang primer, and extra watch for plunder during this player-friendly publication!

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 personal adventures
- A 16" x 20" full-color double-sided removable mapsheet, aspect no 1 of which information the NORTHERN MISTY MOUNTAINS, aspect #2, maps out town of CARN DÛM

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 season, 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 firstly of the 3rd Age. at present the historical past of the 2 kingdoms parted; the megastar 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 better used to be the shadow that got here from the land of Angmar. the boys of Arnor withstood the evil strength 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 if the numbers of the Dunedain were diminished, they have been nonetheless nice. The weather of Arnor used to be gentle and the land was once 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 beaches of Lake Nennuial, and withdrew to the lesser citadel urban of Fornost.

The state of Arnor was once doomed to "a frost in Spring, and a blight in summer season. " The heirs of the dominion may 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 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 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 through the realm of Malvegil of Arthedain, a while among T. A. 1272-1349. males turned conscious of the turning out 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 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. 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 based upon the barren undeniable among the fork within the mountains; the border shield 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 security of the tunnels within the mountains. within the East the Witch King has no border safeguard; the mountains bar access into Angmar from that course, other than to those that understand the orcish tunnels.

Additional info for Forged by Dragon's Fire (Mage: The Ascension)

Sample text

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.

Offense Speed 30 ft. Melee +1 longsword +14 (1d8+7/19–20) Ranged light crossbow +7 (1d8) Pontia Runario Tactics Pontia has risen quickly in the Order of the Scourge, where she has specialized in apprehending dangerous criminals, including murderers, high-ranking guild thieves, kidnappers, and slaving operations running outside the law. She often investigates the suspects herself, and has developed a sophisticated network of informants in her home city, with a few others elsewhere. If the Order’s common informants don’t stumble onto the evidence she’s discovered, she’ll usually have her own contacts nudge the Order’s informants in the right direction.

This book is perfect for use in the Council of Thieves Adventure Path, set in the city of Westcrown, or any adventure taking place in a nation of devils and decadence. Printed in China.

Download PDF sample

Rated 4.53 of 5 – based on 15 votes