By Bruce R. Cordell, Ed Greenwood, Chris Sims

Darkish perils and nice deeds await!

Welcome to Faerûn, a land of wonderful magic, terrifying monsters, old ruins, and hidden wonders. the realm has replaced because the Spellplague, and from this arcane crucible have emerged shining kingdoms, tyrannical empires, effective heroes, and monster-infested dungeons. The Forgotten Realms crusade Guide provides a global of untold event; a land of one thousand tales formed via the deeds of adventurers the likes of which Faerûn hasn't ever noticeable before.

This e-book comprises every little thing a Dungeon grasp must run a D&D crusade within the Forgotten Realms atmosphere, in addition to parts that DMs can contain into their very own D&D campaigns. The publication offers history info at the lands of Faerûn, a completely designated city within which to begin a crusade, event seeds, new monsters, ready-to-play non-player characters, and a full-color poster map of Faerûn.

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"It is ever so with the issues that males start: 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 filthy rich kingdoms in the beginning of the 3rd Age. at present the heritage of the 2 kingdoms parted; the megastar of Gondor rose, yet that of Arnor fell into darkness. forces introduced the destruction of the North state. the 1st was once 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 lads of Arnor withstood the evil strength of the Witch King for 6 lengthy centuries, a tribute to the power and tool of the Dunedain of the North.

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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 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 energy 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 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 awareness 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 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 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 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 compelled 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 used to be contained for a time.


The land of Angmar is among 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 japanese 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 desire the security of the tunnels within the mountains. within the East the Witch King has no border defend; the mountains bar access into Angmar from that path, other than to those that be aware of the orcish tunnels.

Extra info for Forgotten Realms Campaign Guide (Dungeons & Dragons: Supplement, 4th Edition)

Sample text

AC; 1d6 + 4 damage. R Longbow (standard; at-will) ✦ Weapon Ranged 20/40; +7 vs. AC; 1d10 + 4 damage; see also archer’s mobility. Archer’s Mobility If an elf archer moves at least 4 squares from its original position, it gains a +2 bonus to ranged attack rolls until the start of its next turn. Elven Accuracy (free; encounter) An elf can reroll an attack roll. It must use the second roll, even if it’s lower. Not So Close (immediate reaction, when an enemy makes a melee attack against the elf archer; encounter) The elf archer shifts 1 square and makes a ranged attack against the enemy.

HP 70; Bloodied 35 AC 19; Fortitude 15, Reflex 14, Will 19 Speed 6 (swamp walk) m Spear (standard; at-will) ✦ Weapon +7 vs. AC; 1d8 + 2 damage. A Swamp’s Grasp (standard; encounter) ✦ Zone Area burst 2 within 10; +9 vs. Reflex; the target is immobilized (save ends). The zone is difficult swamp terrain until the end of the encounter. A Bog Cloud (standard; recharge ⚄ ⚅ ) ✦ Poison Area burst 2 within 10; +9 vs. Fortitude; 2d8 + 4 poison damage, and the target is dazed until the end of the marsh mystic’s next turn.

DC 25: The character notices the hidden control panel. Trigger When a creature moves into the trapped area. Attack Immediate Reaction Melee Target: The creature that triggered the trap. Attack: +5 vs. Reflex Hit: 1d10 damage plus ongoing 5 acid damage (save ends), and the target is knocked prone. A character cannot succeed on a saving throw against the acid until he or she is out of the acid. Countermeasures ✦ A character adjacent to the trap can disable it with a DC 22 Thievery check. A character who has located the control panel can disable the trap with a DC 15 Thievery check.

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