By Ruth Sochard

3 low-to-mid point adventures which every stand on their lonesome and will be organize in minutes.

Sixteen retailers have died at the treacherous highway among the cities of Cabed Angren and Sarn Erech. Forlong, a filthy rich landowner, believes that bandits are in the back of the killings and has provided a wealthy gift for his or her extermination. Are you crafty sufficient to solve the secret surrounding The Lonely Tower?

Setmaenen, an deserted calendar-temple of the traditional Daen Coentis, harbors a king's fortune in jewels and treasures. however the holy position is safe by means of strong wards and traps, guarded through ghosts, and tainted through a cursed artifact of the darkish Lord. are you able to defeat the supernatural forces that lurk one of the Seven Stones?

Only Tarien, girl of a prosperous Dúnadan relations, escaped together with her baby grandson whilst Dunnish warriors attacked her rural domestic. Her son, Derovin, used to be captured and brought to the haunted butte referred to as Hogo Tarosvan. the woman seeks revenge and the secure go back of her son. have you ever braveness sufficient to go looking past The Phantom Doors?

Peril lurks one of the Dunnish ruins, yet glory and wealth persist with probability in those three intriguing adventures!

Show description

Read or Download Haunted Ruins of the Dunlendings (MERP ICE #8101) PDF

Best role-playing games books

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

The area simply acquired a bit extra risky.
Fantasy Flight video games is proud to announce a moment booklet of lethal machinations that DMs can use to pulp, pulverize, and puree their participant characters. within the culture of the unique Traps & Treachery, this booklet will comprise hundreds of thousands of latest poisons, mechanical traps, magical traps, and mind-bending dungeon puzzles. The ebook may be generously illustrated by way of extra of the smart mechanical illustrations that graced the 1st Traps & Treachery ebook.

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 recommendations for freebooters, corsairs, scallywags, or even government-sponsored privateers during 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 & guidance for working your personal adventures
- A 16" x 20" full-color double-sided removable mapsheet, part number 1 of which info 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 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 in the beginning of the 3rd Age. at present the historical past of the 2 kingdoms parted; the big name 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 was once 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 warfare 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 gentle and the land was once 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 beaches of Lake Nennuial, and withdrew to the lesser castle urban of Fornost.

The country of Arnor was once doomed to "a frost in Spring, and a blight in summer season. " The heirs of the dominion may perhaps now 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 persevered; 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 not less than, the mountains have been a ways off. None gave their recognition 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, your time among T. A. 1272-1349. males turned conscious of the transforming into 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 way 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 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.


The land of Angmar is without doubt one of 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 japanese Misty Mountains. Little task is based upon the barren undeniable among the fork within the mountains; the border shield of fellows is decided within the rolling hills upon the sting of the low plateau. those males watch the lengthy border street 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 protect; the mountains bar access into Angmar from that path, other than to those that be aware of the orcish tunnels.

Extra resources for Haunted Ruins of the Dunlendings (MERP ICE #8101)

Sample text

Each egg can 29 "capture" a spell cast against its wearer (attacking spell must make a RR vs 4th Ivl brooch). —Lockpick kit. +15 to picking locks, including eyepiece that adds +15 to detection and removal of traps. —Circlet of silver moonstones. The moonstones yield a blue-white iridescence. On a roll of 01-25 wearer ignores a given head crit. Provides wearer with 2x normal PP (Channeling). — Brooch of gold and green garnets. Allows "Blur" upon command (10 rds; Ix/day). —Pole: Made of strange reddish wood, it is 4' long.

24. Lower entry. A hallway and stairs (# 15b) to the upper level enters from the east. The guard post lies to right (north) as one enters the lower level. 25. Holy cavern. This massive and beautiful natural cathedral structure gave birth to Hogo Tarosvan. It serves as the exalted focus of the site and was the reason that the Blue Butte was chosen as a holy place. The cavern is 120' in height from the floor above the pool to the carved roof. The passageway enters 60' above the floor and crosses on a rope bridge like #9 upstairs, except that this one is built in sections and anchored at several points.

Bent on recovering Dervorin and avenging the death of her husband, grandson, and daughter-in-law, she has taken refuge with her uncle Lomros, in the lodge. Through Lomros' friends, Tarien has put out a quiet word for adventurers who might save her son, or at least exact revenge. She of- Hogo Tarosvan/Encounters 30 fers any group 5 gp to come to Bar Rocii and listen to her plan. Those who undertake the mission can expect twice that amount before setting out, and an additional 20 gp upon their return.

Download PDF sample

Rated 4.85 of 5 – based on 7 votes