By Johnstone Metzger
Ghostwood Haunts is an introductory event module for the Dungeon international fable role-playing game.
In the midst of the Ghostwood, the village of Knifesbridge holds a trifling few thousand souls, yet difficulty adequate for all. A gang of bandits preys upon the neighborhood highway site visitors, drug habit spreads via sleepy village streets, and corruption on the center of municipal politics stymies all makes an attempt to revive legislations and order. Worse but, a lifeless witch's ghost seeks vengeance, and a demon waits to stroll once again underneath the Ghostwood's leaves. on the crossroads among those fronts lies and outdated, deserted tower, and the secrets and techniques buried underneath it is going to tear this village apart.
Inside this experience module you'll find:
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- four significant flooring plans
- eight B&W maps
- Cultures, herblore & directions for working your individual adventures
- A 16" x 20" full-color double-sided removable mapsheet, part number one of which information the NORTHERN MISTY MOUNTAINS, facet #2, maps out town of CARN DÛM
Trolls, Giants, Dragons, Bears, Wargs, Orcs and naturally THE WITCH KING OF ANGMAR
"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 wealthy kingdoms at the start of the 3rd Age. at the moment the background 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 country. the 1st was once the waning of the Dunedain who dwelt in Arnor. the second one, and much better was once 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 gear 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 supposing the numbers of the Dunedain were decreased, they have been nonetheless nice. The weather of Arnor used to be light and the land used to be fertile and freed from enemies. For a couple of hundred years concerns 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 shorelines of Lake Nennuial, and withdrew to the lesser castle 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 possibly 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 used to be divided into 3 kingdoms: Cardolan, Rhudaur, and Arthedain. The quarreling endured; 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 some distance off. None gave their cognizance 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 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 via 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 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 likely one of the grimmest areas 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 japanese Misty Mountains. Little job is established upon the barren undeniable among the fork within the mountains; the border safeguard of guys 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 favor the security of the tunnels within the mountains. within the East the Witch King has no border protect; the mountains bar access into Angmar from that path, other than to those that recognize the orcish tunnels.
Extra resources for Ghostwood Haunts: DW3: A Dungeon World Adventure
What will the Wolf Pack, the bounty hunters, and Corbin Grey think of all this? Will they even be there? Ravenous Wolves Inventories Loot from the breweries includes: Accounts and ledgers. Bags of fruit and grain. Barrels of aquavit and whiskey. Carpentry tools. Carts and horses. Filing cabinets. Furniture, including benches, chairs, and desks. Jars of herbs and spices. Kegs of beer and cider. Ladders. Large brewing vats. Measuring tools. Windows. Wood for making barrels.
From this point on, witch activities in and around Knifesbridge cease altogether, though the forest remains haunted. THE PRESENT DAY Black Larissa’s diary sits on a desk just outside the room where she died, waiting for someone to pick it up. If one of the PCs don’t take it, someone else might… 59 60 The Abandoned Tower The Abandoned Tower Outside the Tower CEMETERY An old stone wall partially surrounds the cemetery on the north side of the abandoned tower, which has not been used at all for the last century and a half.
Stevedores begin carrying weapons and refusing to allow the Wolf Pack access to the docks. Apparently the shippers are paying them extra to block the collection of taxes. Zealous members of the Wolf Pack enter inns, taverns, and even restaurants in order to shake down patrons for gratuities. 39 40 Ravenous Wolves The Mayor’s Mistakes After the coach robbery, Mayor Cole starts making deals. For years he has been entertaining offers from outside businesses to purchase controlling interests in the Knifesbridge Municipal Breweries.