tsr02416 - AD&D Module_-_DS_-_Dragon's_Crown.pdf

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Dragon's Crown
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Dragons Crown
Book One: Out of the Valley
Credits
Part One Designed by L. Richard Baker III
Part One Edited by Bill Slavicsek
Part Two Designed by Geoff Pass & Alex Bund
Part Two Edited by Bill Slavicsek
Part Three Designed by Geoff Pass & Alex Bund
Part Three Edited by Doug Stewart
Concept & Design Coordination: L. Richard Baker III
Editorial Coordination: Doug Stewart
Project Coordination: Timothy B. Brown and
Dori Jean Watry
Typography: Gaye OKeefe
Cover Art by: Brom
Black & White Art by: Thomas Baxa
Card Art by: Thomas Baxa
Production: Paul Hanchette
Cartography: Diesel
TSR, Inc.
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TSR Ltd.
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ADVANCED DUNGEONS & DRAGONS, is a registered trademark owned by TSR, Inc.
DM, DARK SUN, DRAGONS CROWN, and the TSR logo are trademarks owned by TSR, Inc. ©1993 TSR, Inc. All Rights Reserved. Printed in the U.S.A.
Random House and its affiliate companies have worldwide distribution rights in the book trade for English language products of TSR, Inc.
Distributed to the book and hobby trade in the United Kingdom by TSR, Ltd.
This material is protected under the copyright laws of the United States of America.
Any reproduction or unauthorized use of the material or artwork herein is prohibited without the express written consent of TSR, Inc. TSR, Inc.
Permission granted to photocopy or
print this product for personal use.
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Table of Contents
How to Run Dragons Crown
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3
Components of Dragons Crown
..........................................................
3
DMs Overview of the Plot
...............................................................
3
Part One: Out of the Valley .......................................................... 6
The Adventure Begins
...................................................................
9
Mekillot Rampage
......................................................................
9
The Council of Tyr
....................................................................
10
The Avangions Call
...................................................................
12
A Desert Journey
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14
Search for the Black Sands
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16
Defilers Shadow
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18
The Black Sand Camp
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19
The Valley of the Earth Spirit ............................................................
29
Part Two: Urik by Nightfall .......................................................... 32
Previous Events ............................................................................ 32
Overview ............................................................................. 32
The Adventure Begins ................................................................ 33
The Journey to Urik ......................................................................................... 34
The City of Urik ....................................................................... 43
Beneath the Streets of Urik .............................................................. 50
Destinys Kingdom ................................................................... 52
The Day of Battle .................................................................... 59
The Magical Conference
.............................................................. 62
Part Three: The Giants of Lake Island .......................................................... 64
Previous Events ...................................................................... 64
Overview ............................................................................. 64
The Adventure Begins ................................................................ 64
The Road to Bitter Well ................................................................ 67
Black Waters .......................................................................... 67
Ambush .............................................................................. 70
Final Approach .................................................................... 72
Bitter Well ............................................................................ 73
The Sea of Silt ...................................................................... 78
Ghost Ship ........................................................................... 81
Lake Island ........................................................................... 84
Concluding the Adventure .............................................................. 72
Important NPCs ....................................................................... 73
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Dragons Crown is designed for four to six player
characters of levels 10 to 13. If you have been play-
ing through the DARK SUN flip book modules
(Freedom, Road to Urik, Arcane Shadows, and
Asticlian Gambit), you can use the same characters
for Dragons Crown. However, you will find that
this module can be played as a stand-alone adven-
ture and that it is not necessary to play the other
modules in the series first. In addition to this mod-
ule, you will need the AD&D Second Edition rule
books, the DARK SUN boxed set, and The Com-
plete Psionics Handbook. You may find Dragon
Kings to be useful as well. The preceding modules
in this series complement the DARK SUN novels,
beginning with The Verdant Passage. Those world-
shaking events set the stage for this adventure, and
you may want to read them to get a better idea of the
current state of affairs on the world of Athas.
the adventure books. Before you begin play, read
the first part of the adventure, Out of the Valley, in
detail. This is the first adventure the player charac-
ters will be involved in. You may want to read Desert
Perils for any encounters that you think appropriate
for the first part of the module. As the PCs progress
through each of the parts of the adventure, read the
next section to prepare for play.
Pregenerated Characters
Decide whether you will use the pregenerated char-
acters provided on the Player Character Cards or
have the players use their own characters. If you
have played the previous modules in the series, you
may remember some of the pregenerated charac-
ters. Make sure that each player understands all the
information on the players cards, particularly any
special racial or class abilities. Answer any ques-
tions the players may have concerning their charac-
ters abilities before you begin the adventure. Since
psionics will play a very large part in this adventure,
you may want to review The Complete Psionics
Handbook, to refresh yourself on psionics rules.
Components of Dragons Crown
Dragons Crown is organized into three adventure
books and supplemented by a map book, two poster
maps, and six Player Character Cards. In order, the
adventure books are: Out of the Valley, The Road
of Fire, and Dragons Crown Mountain. The ad-
venture books contain a total of eight distinct parts,
each of which is a small adventure in and of itself.
Seven of the parts are sequential sub-adventures
that follow the plot line of the entire adventure. The
last of the eight parts, Desert Perils, is a collection
of random encounters and small adventures that
you can use as red herrings or short adventures for
your players.
Dragons Crown as an Independent
Adventure
Some parts of Dragons Crown refer to the allies
and enemies the characters made in the previous
modules. A brief summary of the events of the pre-
vious modules is included to allow you to pick up the
story in progress. You should assume that the PCs
took part in the previous adventures and treat the
summary as background for the players.
Preparing for Play
The first thing you should do is read the DMs
Overview of the Plot, which begins on the next
page. This sets the stage for the adventure that fol-
lows and also provides you with a good idea of the
plot of the module. Then skim through the rest of
DM Overview of the Plot
The Order
Dragon Kings reveals the existence of a secret socie-
ty of powerful psionicists known as the Order. These
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