By Paizo Publishing
The crumbling ruins of the Tower of the final Baron stand on the fringe of civilized lands, misplaced and forgotten. yet now, an evil stirs from inside of its depths that threatens the entire surrounding geographical region. Tower of the final Baron is a dungeon event set within the Pathfinder Chronicles crusade environment, and is appropriate for low-level characters.
Read or Download GameMastery Module: Tower Of The Last Baron PDF
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The 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 an eye on in a city perched at the fringe of self-destruction. With complete districts deserted and left to bandits and monsters, Westcrown is a urban short of heroes.
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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, they usually 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 filthy rich kingdoms initially of the 3rd Age. at present the historical past of the 2 kingdoms parted; the famous person 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 better used to be 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 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 decreased, they have been nonetheless nice. The weather of Arnor was once 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 beaches 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 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 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 not less than, the mountains have been some distance off. None gave their awareness to the unpromising valley in a northern fork of the Misty Mountains.
The Witch King arose in Angmar in the course of the realm of Malvegil of Arthedain, a while among T. A. 1272-1349. males turned conscious of the becoming 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 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 was once raised and burned and the Dunedain have been compelled 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 was once contained for a time.
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 founded upon the barren undeniable among the fork within the mountains; the border defend of fellows 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 want 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 course, other than to people who be aware of the orcish tunnels.
Additional resources for GameMastery Module: Tower Of The Last Baron
Module lb1 K28. Secret Laboratory (EL 8) Languages Common, Draconic, Infernal SQ summon familiar Combat Gear potion of cure moderate wounds (2), scroll of acid arrow, scroll of dimension door (2), wand of magic missile (3rd, 25 charges), wand of fox’s cunning (18 charges); Other Gear cloak of resistance +2, gloves of Dexterity +2, ring of protection +1, keys to all the doors in the keep, noble’s outfit, map and note (see area K22), signet ring with an onyx raven (300 gp), spell component pouch Four slender black marble columns near the corners of this large octagonal chamber support a twenty-foot-high ceiling.
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Spell Turning (Su) Spells that specifically target a crepitus devil that fail to get past its spell resistance are turned back on the caster. ; Listen +8, Spot +8 Defense AC 24, touch 18, flat-footed 17 (+7 Dex, +6 natural, +1 size) hp 28 (5d8+5); fast healing 3 Fort +5, Ref +11, Will +2 Defensive Abilities spell turning; DR 5/good or silver; Immune poison; Resist fire 5; SR 15 30 crepitus spell levels each round equal to its Hit Dice. This ability functions as if the crepitus were a 9th-level caster.