By Paizo Publishing

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 wanting heroes. This urban and its environs are the atmosphere for Pathfinder's new Council of Thieves experience course, and the 1st to be suitable with either the leading edge new Pathfinder RPG principles and the unique 3.5 ideas of the world's most well liked roleplaying online game. The Council of Thieves Player's advisor tells you all you must be aware of to construct a personality for this new experience course, offers an in depth, player-focused gazetteer on Westcrown and the encircling sector, and provides many new feats, personality qualities, spells, and magic goods, or even a status type for characters to exploit in the course of the Council of Thieves experience direction and different Pathfinder campaigns.

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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 regulate in a city perched at the fringe of self-destruction. With whole districts deserted and left to bandits and monsters, Westcrown is a urban short of heroes.

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Angmar: Land of the Witch King (MERP ICE #2300)

Angmar contains:

- four significant flooring plans
- eight B&W maps
- Cultures, herblore & guidance for working your individual adventures
- A 16" x 20" full-color double-sided removable mapsheet, part number one of which info the NORTHERN MISTY MOUNTAINS, aspect #2, maps out town of CARN DÛM

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BACKGROUND

"It is ever so with the issues that males commence: 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 filthy rich kingdoms initially of the 3rd Age. at the 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 used to be the waning of the Dunedain who dwelt in Arnor. the second one, and much larger used to be 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 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 if the numbers of the Dunedain have been lowered, 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 prior to 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 state 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 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 a minimum of, the mountains have been some distance 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, your time 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 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 was once 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.

ANGMAR

The land of Angmar is likely one of the grimmest areas 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 job is established upon the barren simple among the fork within the mountains; the border defend of fellows is determined 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 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 course, other than to people who understand the orcish tunnels.

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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.

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