By Amber E. Scott

Information on pirate strongholds, from the tropical isles of the Shackles to the Varisian urban of Riddleport and past, current a variety of techniques for freebooters, corsairs, scallywags, or even government-sponsored privateers in the course of the internal Sea sector. Pirate-themed archetypes, new spells and magic, feats, piratical personality qualities, a pirate slang primer, and extra wait for plunder during this player-friendly booklet!

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Pathfinder Player Companion: Pirates of the Inner Sea

Information on pirate strongholds, from the tropical isles of the Shackles to the Varisian urban of Riddleport and past, current quite a lot of suggestions for freebooters, corsairs, scallywags, or even government-sponsored privateers in the course of the internal Sea quarter. Pirate-themed archetypes, new spells and magic, feats, piratical personality features, a pirate slang primer, and extra wait 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 & instructions for working your personal adventures
- A 16" x 20" full-color double-sided removable mapsheet, facet no 1 of which information the NORTHERN MISTY MOUNTAINS, part #2, maps out the town of CARN DÛM

Trolls, Giants, Dragons, Bears, Wargs, Orcs and naturally THE WITCH KING OF ANGMAR

BACKGROUND

"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 wealthy kingdoms at first of the 3rd Age. at the present the heritage 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 nation. the 1st used to be 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 energy of the Witch King for 6 lengthy centuries, a tribute to the power and tool of the Dunedain of the North.

Arnor had suffered relatively little within the struggle opposed to Sauron on the end of the second one Age, and the dominion must have prospered. even though 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 number of hundred years concerns went good, however the air of Eriador appeared unwholesome for the descendants of Numenor. Arnor fell into decline lengthy earlier than 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 citadel 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 well 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 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 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 in the course of the realm of Malvegil of Arthedain, your time among T. A. 1272-1349. males turned conscious of the turning out to be evil within the mountains, yet Angmar was once 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 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 was once raised and burned and the Dunedain have been compelled 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 used to be contained for a time.

ANGMAR

The land of Angmar is likely 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 japanese Misty Mountains. Little job is based 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 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 safeguard; the mountains bar access into Angmar from that path, other than to people who be aware of the orcish tunnels.

Extra info for Pathfinder Player Companion: Pirates of the Inner Sea

Sample text

An intangible, illusory black spot manifests above the target’s head and remains until the target dies or the curse is lifted. The black spot cannot be covered or hidden by any means, including other illusions. The black spot radiates a cursed aura in a 10-foot radius around its target. Anyone within the aura gains a +2 bonus on weapon attack and damage rolls against the target. In addition, the target has a –4 penalty on saving throws against death effects. Every day in which a creature bears a black spot, it must make a Fortitude save.

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Every day in which a creature bears a black spot, it must make a Fortitude save. On a failed save, the creature takes 1 point of Constitution damage. The damage cannot be healed until the black spot is removed. If the creature’s Constitution reaches 0, it dies. Pirates killed by this spell often return as ghosts, but that is not a direct effect of this spell. The black spot cannot be dispelled, but it can be removed with break enchantment, limited wish, miracle, remove curse, or wish. Buoyancy School transmutation; Level bard 2, sorcerer/wizard 2 Casting Time 1 immediate action Components V Range close (25 ft.

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