TSR 2437 Thri-Kreen of Athas.pdf

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Thri-Kreen of Athas
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Official Game Accessory
Thri-Kreen of Athas
by Tim Beach and Dori Hein
Credits
Sourcebook Design: Tim Beach
Adventure Design: Dori Jean Hein
Editing: Jon Pickens
Cover Art: Ned Dameron
Interior Art: John Dollar
Art Coordination: Peggy Cooper
Graphics Coordination: Sarah Feggestad
Cartography: Diesel
Typography: Angelika Lokotz
Thank You: Tom Prusa, Kari Landsverk, Wolfgang B aur, Bill Slavicsek, Rich Baker, Kim Baker, Michele Carter,
William W Connors, Colin McComb, Skip Willams, Lisa Smedman, Andria Hayday, Tim Brown, and Bruce Heard.
TSR, Inc.
TSR Ltd.
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Cherry Hinton
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United Kingdom
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Lake Geneva
WI 53147
U.S.A
2437
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Copyright© 1995 TSR, Inc. All Rights Reserved. Printed in the U.S.A.
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Introduction ............................................. 3
Learning About Thri-kreen .............................. 4
Definitions .............................................. 5
Pronunciation ........................................... 5
Glossary ................................................. 6
Raiding Packs ......................................... 76
Special Packs ......................................... 76
Thri-Kreen Nations ................................. 7 8
Related Species of Kreen .............................. 78
Between North and South ............................. 81
The North ............................................ 8 2
The Empire ........................................... 8 4
Thri-kreen of Other Worlds. ........................... 8 4
Chapter One: Psychological Nature ..................... 8
Clutch, Pack, and Nation ................................8
The Great Race for Kacha ........................... 10
The Law of the Clutch ............................... 12
The Hunt. ............................................. 14
Mentality and World View ............................. 17
Thri-Kreen and Other Races ........................... 19
Thri-Kreen Magic and Psionics ........................ .22
Chapter Six: Thri-Kreen PCs .......................... 8 5
Character Classes ..................................... 8 5
Character Kits ......................................... 88
Tik (hunter) ........................................ 90
Tik-Tik (guardian) .................................. 91
Kalak (scout) ....................................... 92
Kik (raider). ........................................ 9 2
Tekchakak (pack psionicist) ......................... 9 3
Kiltektet (student missionary) ....................... 9 4
Chapter Two: Physical Nature .......................... 23
General Physiology ..................................... 23
The Body ............................................... . 24
Healing ................................................ 27
Vulnerabilities ......................................... 28
Reproduction .......................................... 28
Stages of Life ........................................... 30
Table 2.1: Stages of Growth ......................... 31
Molting ............................................. 33
Venom and Crystal ..................................... 35
Chapter Eight: The Taste of Fear ....................... 95
OverviewMap............................................................... 97
ToMourn KaCha ................................... 100
Memories of Horror .................................. 107
Race of Destiny ...................................... 114
Nonplayer Characters. ............................... 120
Player Handout #1 ................................... 123
Player Handout #2 ................................... 124
Chapter Three: Combat and
Special Abilities ..................................... 37
Basic Abilities ......................................... 37
Developed Abilities .................................... 41
Proficiencies ........................................... 43
Chatkcha (and Kyorkcha). .............................. 45
Other Thri-Kreen Weapons ............................ 48
Table 3.2: Thri-Kreen Weapons ..................... 47
Combat Skills .......................................... 50
M agic and Psionics .................................... 55
Appendix: New Monsters ............................. 125
Jalathgak ............................................ 125
Trin.................................................. 12 6
Zik-trinak ........................................... 127
Note: Occasional references are made to other products. While
these are not generally required for play, they often expand on
specific topics. References include: PHB, Players Handbook
(#2101); DMG, D UNGON M ASTER ® Guide (2100); Rules
Book (boxed set: #2400); Dragon Kings (hardbound: #2408);
Complete Psionics Handbook (PHBR 5: #2117); Complete
Gladiators Handbook (#2419); Sourcebooks Earth, Air, Fire,
and Water (#2422); The Will and the Way (#2431); Elves of
Athas (#2423); Dune Trader (#2407); Adventure D RAGON S
C ROWN ® (#2416). Other PHBR - series of interest include:
Complete Fighters Handbook (#2110); Complete Priests
Handbook (#2113); Complete Rangers Handbook (#2136);
Complete Druids Handbook (#2150); and Complete Book of
Humanoids (#2135).
Chapter Four: Thri-Kreen Society...................... 58
Guiding Principles ..................................... 58
Lifestyle ................................................ 61
Customs and Practices ................................. 65
Without the Clutch .................................... 68
Language and Communication ........................ 70
Equipment ............................................. 73
Chapter Five: Pack and Nation ........................ 74
Hunting Packs ......................................... 74
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We are now in the Brown Times, the age of our kind, when the
world is dry. The kreen are matchless in the dry times.
Long ago, were the Blue Times, when the world was new, and
there was water everywhere, so much water that it appeared blue.
The kreen of the Blue Time lived on pieces of land that floated
in the water. It is said that early kreen had great, gossamer wings,
which they used to fly between the pieces of land. They knew
nothing of tools and building, but even then they hunted. In
that age were only kreen and animals, and a few plants, on the
pieces of land.
Then, so slowly that no one could notice until it had already
happened, the water went away. The pieces of land grew roots,
and the roots grew together, until land covered most of the
world, and water stood in only a few places. Plants grew in profu-
sion over the new land. This was the Green Time.
During the Green Time, more animals were born, and hunt-
ing was good. The kreen, able to travel to more of the world, dis-
covered wondrous animals, kinds they could not have imagined.
During the Green Time, the kreen, much to their surprise, met
mammals who could talk. Not quite kreen, they became known
as dra-trin, the sleepers-like-people. Now we call them dra, and
we reserve the term term for those who are more similar to kreen.
The dra were small, but they, over time, gave rise to larger dra,
and the many kinds of dra filled their part of the world.
To resist the many races of dra, the kreen had to learn new
skills. It was during the Green Time that kreen learned the way
of fighting with the mind, and with weapons. The kreen fought,
and they built, and they learned to change themselves to
become better warriors and hunters. They survived.
Then came the beginning of the Brown Time, when dra
turned on dra, and they used terrible forces on one another.
These killed many plants and animals, and the world withered
and turned brown. Hunting became poor, but the kreen were
wise and skilled, and they could find prey where no others
could. And th kreen became more numerous and more power-
In the now-times, still part of the Brown Time, there are still
many kreen in the world. In the south, the dra turned against the
kreen offer of peace, and the nations of the kreen fell. The kreen
of the south, where you live, run free, caring for little but the
hunt, living near the dra. And to the north? Well, you would be
surprised at the kreen of the north . . .
the history of the kreen,
as told by Klik-Chekada
zik-trinta, tohr-kreen scout
e
ful, and formed great nations. The kreen of these before-times
built cities, and they made beings of power as well. Many kreen
were found in the world. Some stayed in the north, while others
went south, to live among the dra who were left, to work with
them and share knowledge with them.
Though his perspective is skewed toward the kreen point of view,
Kliks telling of history is essentially a true one. Long ago, the
planet of Athas was covered with water, the non-kreen races call
this time the Blue Age, and during that time the halflings had a
great and powerful civilization. However, most people do not
realize that kreenthe mantis people, usually called by their
more specific names, thri-kreen and tohr-kreen lived during
that age as well.
During the Blue Age, the kreen were primitive, their develop-
ment stunted by their environment. The Blue Age ended and
the waters retreated, largely due to the actions of the ancient
halflings. Plants grew, and all manner of life spread across the
surface of Athas. The kreen met the halflings, as well as many of
the races that sprang from the halflings, among them dwarves,
elves, humans, and giants. The kreen evolved, they developed
weapons and a civilization. They honed their mental powers,
and many became masters of the Way.
Then came the Time of Magic, the age of Rajaat and of the
Cleansing Wars he launched to eliminate the offshoots of the
halfling race. The kreen did not study magic, nor were they a
part of the Cleansing Wars. Because they were not descended
from halflings, Rajaat saw the kreen as little more than ani-
mals.
At the end of the Cleansing Wars, Rajaat was imprisoned by
his champions, who then became the Sorcerer Kings of those
lands later called the Tyr Region. For a time, during the Cleans-
ing Wars, the kreen lived in peace with some of the non-kreen
peoples, but the ascension of the Sorcerer Kings ended that
peace. The kreen of the Tyr Region became the nomadic
hunters known as thri-kreen, the mantis warriors.
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Learning About Thri-Kreen
This sourcebook describes thri-kreen in great detail, from their
mindset to their abilities; including rules and clarifications for
fitting them into a campaign, and tips for role-playing this
unique player character race. This is the story of the mantis war-
riors as told by a tohr-kreen explorer from the far north, Klik-
Chakada, the teacher of the Way and the Worship.
Chapter Four offers details about thri-kreen society, how they
live in the wild and how they occupy their time. This chapter is
for the role-player who wants to add depth and detail to a thri-
kreen character.
Chapter Five describes special social structures of the thri-
kreen: the hunting pack; the rarer raiding pack; and several
unusual packs. The focus then shifts to the mysterious lands of
the far north, and the related races: the six settled tohr-kreen
species (Jeral, Jez, Jhol, Toksa, Tondi, Tkeech), the savage trin,
and the cold and manipulative zik-chil.
Chapter Seven covers player character options for thri-kreen:
classes, kits, and combinations, with six new kits especially for
thri-kreen.
The last section of the book presents a special adventure,
A Taste of Fear, for thri-kreen characters-and playable with
their non-kreen friends as well.
Chapter One describes the thri-kreen mindset, what they
think and even how they think, the things that set them apart
from other intelligent life.
Chapter Two details kreen physiology, describing how their
bodies are put together, how they grow, and how they function in
the harsh deserts of Athas.
Chapter Three is in many ways the heart of the book; it col-
lects all the game information about thri-kreen combat, magic
and psionics use, proficiencies, and weapons, along with much
that is new.
Prepare to encounter the exotic, the Thri-Kreen of Athas.
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