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Freedom
A DARK SUN Campaign Adventure
DMs Book
Credits
Design: David Zeb Cook
Presentation Design: Timothy B. Brown
Editing: J. Robert King
Cover Art: Brom
Interior Art: Tom Bexa
Cartography: Dave Sutherland
Typography: Tracey Zamagne
Graphic Production: Sarah Feggestad
This material is protected under the copyright law of the United States of America. Any
unauthorized use of the material or artwork contained herein is expressly prohibited without the
written consent of TSR, Inc. Copyright
©
1991 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.
ADVANCED DUNGEONS & DRAGONS and AD&D are registered trademarks owned by TSR Inc.
DARK SUN, BATTLESYSTEM and the TSR logo are trademarks owned by TSR, Inc.
Permission granted to photocopy or print this product for personal use.
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Freedom
introduces you and a party of 4-6 beginning-level player characters to the
savage world of Athas and the decadent city of Tyr. Due to the rigors of Athas your
PCs should generally begin at 3rd level (consult Chapter 3 of the boxed set
Rule
Book).
During the following adventure, beginning-level characters can gain useful
allies (and dangerous enemies) and learn some street-smarts in the sprawling city
state of Tyr. PCs may also die by the sun, the lash, or the cruel machinations of
templars: Athas is, after all, Athas.
Materials Needed to Play.
In addition to this mod-
ule, you need the following items to effectively DM
Freedom:
the
AD&D
®
2nd Edition
Players Hand-
book
and
Dungeon Masters Guide,
the DARK
SUN campaign boxed set, and
The Complete
Psionics Handbook.
In addition, you may want to read the novel
The
Verdant Passage
before beginning play. This novel,
set in the city state of Tyr, describes the major events
and powerful NPCs that backdrop
Freedom.
R e a d i n g
T h e V e r d a n t P a s s a g e
will better prepare
you to describe the scenes and people of Athas.
Flipbook System.
This flipbook contains all of the
information you as a DM need to know during
F r e e do m .
T h e
Pla y er s Bo o k
c o nt ai n s i l lu st r at ions , m ap s , an d t ext t h at hel p th e
players visualize where they are and what (or who) is happening to them. When the
players need to flip to a specific page of their book, the page number is indicated
right in the encounter in this book.
Note that some pages of the
Players Book
such as p. 18, Villa of Verrasi and p.
37 Work Smarter Slaves are not mentioned in this book. The map of Verrasis
villa is included in case the PCs decide
to take
revenge on this enemy of theirs.
Work Smarter Slaves will help you throughout the adventurean illustration
showing what it is like to be a slave!
Preparation for Play.
Look over the pregenerated characters on pp. 20-29 of the
Players Book;
players may use these characters or make up their own. Have any
player who uses a pregenerated character carefully remove the appropriate page
from the
Players Book.
Check that each player understands all the information on his character sheet
particularly psionic powers and any special abilities of class and race. Fully answer
any questions players have concerning their characters.
Do not let characters buy any new equipment at this time.
To get started, read aloud
Players Book
p. 1How to Use this Book. Ask the
players then to look at pp. 2-6, Quick Guide to Tyr, in the
Players Book.
Next.
Read the Introduction to Part One.
The first section of
Freedom
contains five possible encounters: 1AElf Brawl;
1BSerious Offense; 1CPreservers!; 1DPress Gang; and 1EShanghaied.
The PCs will experience one or more of these encounters before progressing to Part
Two.
The purpose of the Part One encounters is to capture the player characters: the
later stages of
Freedom
take place in the slave pens of Tyr, and thus the players must
be captured in Part One. The five encounters in Part One each provide a different
method to capture the PCs. Only after all the PCs are slaves working on Kalaks
infamous ziggurat can the adventure continue.
Because the PCs must be captured, the Part One encounters are unfair. One or
more PCs will be prisoners after each encounter. No player actions short of the
miraculous will save the PCs from eventual capture, arrest, or enslavement. But who
ever said Athas was fair?
Recognizing this unfairness, though, you may allow the PCs to take in some of the
sights and sounds of Tyr before running one of the captures.
(Players Book
pp. 3,
13, 18, 35, 47 contain excellent flavor illustrations.) Of course, to allow the PCs to
wander, they would have to already be amalgamated into an adventuring party. The
beauty of this approach is that the PCs might get captured on their own.
General Role-Playing.
In addition to capturing the PCs, each encounter in Part
One lets characters gain allies and enemies who will prove important in later events.
Enemies come automatically; allies come when PCs offer aid or show kindness. As
you play, record which encounters you use and what actions the characters take.
This information will determine future events of the adventure.
To begin play, choose one of the five encounters to use first. A short description of
each follows.
Elf Brawl.
While in the elven district, a pair of feisty elves draw the PCs into a
fight and thereby rob them or lead to their arrest. This encounter works best if any
PCs are thieves or half-elves. Elf Brawl works poorly for elf characters.
Serious Offense.
The PCs accidentally insult a powerful noble who orders the
groups arrest. The same noble will lead a powerful faction in later adventuresa
faction the PCs must deal with. This encounter works well for any group, particular-
ly PCs who imagine themselves powerful and important.
Preservers!
A Preserver asks the PCs for shelter from the eyes of the templars. If
they protect the Preserver, the characters will gain a powerful ally. This encounter
suits a party that includes Preservers or Defilers. It may wreak havoc, however, if the
PCs are likely to betray each other.
Press Gang.
A group of soldiers sweep through an area of Tyr, arresting every
vagrant and foreigner they find. The PCs conveniently fit this description. This
encounter lets foolhardy characters have an out-and-out fight.
Shanghaied.
A tavern owner, secretly in league with the templars, drugs the char-
acters and delivers them into slavery. This encounter can capture players who are too
tough (or lucky) to be taken otherwise.
Next.
Choose an encounter (1A, 1B, 1C, 1D, or 1E) to start
Freedom
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