TSR 9425 - HR5 - The Glory of Rome Campaign.pdf
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Reference
The
Glory
of
Rome
Campaign Sourcebook
1
Chapter
1:
Introduction
......
Chapter
2
A
Short History
of
The Monarchy
...............
The Early Republic
.........
The Punic Wars
......................................
Auxiliaries
................
..............
.59
The Roman Navy
.................................
59
.......................
The Founding Myth
.........
Enemies
of
Rome
.
.59
.......................
.63
Beasts and Monster
Caladrius (MC Entry)
..........................
.66
Chapter
7:
The Games
.............................
.9
.67
The Fall of the Republic
..........................
The Circus
.........................................
.11
.67
The Julio-Claudians
.............................
.12
The Flavians
.
.
The Five
Good E
Decline
of
the Empire.
The Long Fall of
Chapter
8:
Roman Cult
Chapter
3:
Characters
................................
.17
Roman Citizens
Social Rankings
...
Character Classes
Warrior Characters
Imperial Rome..
...................................
..86
Roman Life
.......................
.
,237
Chapter 9 Gazetteer of the Roman World
.....
.91
Roman Names
......
Credits:
Design: David Pulver
Editing: Mike Breault, Thomas
M.
Reid
Illustrations and Icons: Roger Raupp
Maps and Diagrams: JohnKnecht
Color Map Design: Steve Winter
Typography: Nancy J.Kerkstra
.................
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2
Table
of
Contents
&
Introduction to the Second Edition
Rome began
as a
small town on the Tiber river and
grew into
a
powerful force for civilization,law, and
order in the ancient world. The Roman Republic, and
its successor the Empire, was a federation of teeming
cities linked by arrow-straight roads. Its peace and
prosperity-the legendary Pax Romanum-were
safeguarded by the invincible legions that held back
the barbarian hordes.
But Rome also had a darker side: the cruelty of
mass slavery and the bloody arena, the greed and
opulence of the upper class, the unruly mobs paci-
fied by bread and circuses, and the tyranny of mad
emperors, such as Caligula and Nero. The Empire
fell into darkness, but its ghost haunted the Middle
Ages and inspired the Renaissance.
This is the Roman experience, a real epic of good
and evil whose memory has inspired thousands of
books, movies, and comics, and which provides an
unmatched setting for role-playing adventure.
are described below:
Legionaries:
The PCs are soldiers in the Roman
army. On an individual level, they may be members of
an elite squad of legionaries serving in a dangerous
frontier, such as the border between Gaul and Germa-
nia. They venture into the wilds on patrols, act as
couriers for important messages, hunt bandits or
pirates, hunt down rebels, guerrillas, and terrorists,
suppress cults that perform human sacrifice (such as
the druids),
go
on spy missions deep into barbarian
territory, stumble onto political plots to discredit or
assassinate their commander, and so on. On a larger
scale, characters may play Roman officers or generals,
and use the
BATTLESYSTEM@
rules to fight out bat-
tles or military campaigns in any of Rome’s wars. The
“Armies and Enemies of Rome” chapter provides
use-
ful information for
a
legionary campaign.
Politicians:
The PCs are high-born Romans serving
in law or politics, or the aides, agents, or spies of
politicians. The cut-and-thrust of Roman politics
involved much more than flowery speeches on the
senate floor. Winning an election or staying in power
involved dirty tricks, courtroom battles to convict
opponents of scandals or corruption, even bloody
Using This Book
Glory of Rome
is a stepping stone into a world of
historical fantasy adventure. Characters may assume
the roles of steadfast legionaries, ambitious Roman
statesmen, doomed gladiators, bold charioteers,
rebel slaves, or even missionary Christian priests.
DMs should make two decisions before starting a
Roman campaign. First, decide whether magic and
monsters exist. This book assumes they do. Its focus
is on Rome
as
the Romans believed it to be, and their
world-view was one in which magic and monsters
were shadowy but very real. However, these magical
elements are easily deleted by DMs who want
a
strictly historical campaign.
Second, choose the time period in which the cam-
paign takes place-whether this is the Rome of the
old Republic or the Empire. DMs should not be
afraid to change history in the interests of
a
good
story (or to let the PCs change it by their actions), but
including historical events and personages in a sce-
nario adds atmosphere and can be used to furnish
many opportunities for exciting adventure. The
chapter entitled
“A
Short History of Rome” provides
a brief overview of Rome’s history and can be useful
in selecting a period. After zeroing in on the period,
it can be worthwhile to read
a
good historical novel
or consult
a
reference book set in that era to furnish
additional details.
Next, consult with the players and decide what
kind of campaign to run. A Roman campaign works
best if there is an overall theme. Some possibilities
Introduction
e
3
1
Between rivaT gangs
of
stormfroo
neighborhood agai
”
the; armies of private ghdiators or criminals seek-
ing protection money. Monsters could have escaped
the arena, or cults or brothels might be kidnapping
women and children. The characters could be asked
to help Christians hiding from persecution or track
down thieves, arsonists, robbers,
or
serial killers.
They may discover plots forming against public offi-
cials-or be recruited by the plotters themselves.
Rebels
and
Martyrs:
Instead of being loyal Romans,
PCs may take on the role
of
Rome’s oppressed sub-
jects: PCs could be slaves, Christians, Jews, Britons,
or Gauls, or any other people desperate to rise up
and throw off the Roman yoke by passive resistance,
escape, or armed struggle.
PCs may be gmbroiled in pl& Gdpower struggles
or
be
the target of family feuds. And Rome’s states-
men were also its generals: an elected magistrate
could find himself leading Rome’s legions in desper-
ate campaigns on foreign shores.
Gladiators:
The PCs are gladiators, beast-fighters,
or charioteers. Besides the death-or-glory of the
games, they may be involved in rivalries with other
performers, while gladiators may also serve
as
swords-for-hire. ”The Games” chapter provides rules
and background for a campaign set in the arena or
circus.
TraveZers:
The PCs travel the world and visit
strange new lands. They might be diplomats and
their body guards, bounty hunters seeking criminals
or runaway slaves, agents of the emperor or another
official trying to trap exotic beasts to please the
Empire in the arena, merchants seeking new mar-
kets, or philosopher-mageshunting for ancient lore.
Streets of Rome:
Rome was not a very safe city-
crime, corruption, intrigue, and strange cults were
everywhere! PCs could be honest city guards, retired
legionaries turned street enforcers, or gladiators
seeking some extra money. PCs might protect the
The Roman Campaign Sourcebook
and the ADW@2nd Edition Rules
This sourcebook is meant to be used with the
AD&D
2nd
Edition
rules. However, the AD&D
rules reflect a generic medieval fantasy reality, not
a
fantasy Rome. When using
a
Roman setting, any
altered rules in this book take precedence over those
in other AD&D books.
4
Chapterone
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