The second and third part make heavy use of the Battlesystem rules, which were pushed pretty heavily in the early Dark Sun books. Finally, they will need to fight and lure away the Urik army's own scouting force, letting the army of Tyr ambush them. In the second part the PCs leading a scouting force ahead of the main army, and the choices and successes in the first part will affect the troops they lead here. In the first part of the adventure, the PCs must negotiate with various factions of the city in order to win their support for the war effort. In Road to Urik, the city-State of Tyr has thrown off the yoke of the sorcerer-king Kalak and declared all slaves free, but the neighboring city-state of Urik is amassing its own armies to conquer Tyr. It falls upon you to help mobilize and lead the citizen-army of Tyr on the road to Urik. King Tithian is determined to resist, but there are others on the Council of Advisors less eager to risk their wealth and lives for the cause of independence. New forces threaten the newly-born independence of Tyr, as outside forces march upon the city. Now is your chance to savor life released from the oppressive gloom of the sorcerer-kings-but for how long? Such is the heady cry that echoes from the darkest warrens to the gleaming chambers of the Council in that ancient city. You can easily play it as a stand-alone without affecting the earlier ones. Unlike the previous adventures in the series, Arcane Shadows is not tied to the Prism Pentad novel series, nor is it really tied to the previous adventures. Like other Dark Sun adventures, it comes with a set of handouts. The adventure is fairly rail-roaded with a series of set encounters between points A and B. They need to get the cocoon to the ritual location before it's too late, while evading pursuit as well as dealing with any wilderness dangers on the way, plus the evil machinations of a raiding tribe seeking the wizard for their own dark purposes. The Avangion-to-be is left in a cocoon, and the PCs are tasked with bringing it to a new location in the wilderness where the ritual can be completed. There, they become involved in a ritual meant to help a nascent Avangion (a very powerful wizard/psion of a generally benign type) reach the next stage of its development, but the ritual is interrupted by Urik's templars. In this adventure, the PCs find themselves in Urik, perhaps as a result of the war between Tyr and Urik that took place in Road to Urik. Will a desperate journey across the wastelands, with the templars in hot pursuit, end in victory or chaos? The answers lie in the hearts of mighty heroes and the resources of Arcane Shadows. To associate with preservers is dangerous to say the least, but when the king's templars uncover the schemes, a death mark falls upon all involved They are ready to embark on a new and dangerous plot to thwart sorcerer-kings and bring new life to Athas. Preservers, the keepers of good magic, have sent a mysterious summons. Now Urik has become home - at least for a while - and there are new markets to shop, new streets to explore, and, oh yes, preservers to meet. The other high-quality maps detail the lands beyond to the north, south, and west-expanding the area of the original campaign by eight times!Īn eight-panel gatefold featuring all the tables needed to run a Dark Sun adventure, on one convenient stand-up screen.Tyr has been freed, and the mighty army of Urik has been turned back. This book features new player character races such as the aarakocra and the pterran, expanded rules for wizards, and revised ability score tables.ģ2 pages detailing a new streamlined, complete-in-this-box psionics system designed specifically for Dark Sun campaigns.Ī 32-page adventure for characters of 3rd to 5th level that kicks off any new campaign in spectacular fashion. Welcome to a world where metal is scarce, gods don't exist, and psionic powers abide in all living creatures! This significantly expanded and revised set contains everything you need to adventure across the burning lands of Athas.ġ28 pages detailing the world of Athas, extending far beyond the known Tyr Region to encompass such new locations as the Jagged Cliffs, the Last Sea, the Kreen Empire, and the Dead Land.ĩ6 pages of updated rules and new mechanics designed to make combat more brutal and adventure more savage. And to the south, in the obsidian wasteland, the ground stirs with the emergence of the undead. Giant rifts pierce this once impenetrable land: far to the north, the alien thri-kreen empire quickens, sensing its opportunity to invade. The Dragon King lies dead, earthquakes rock the land, and revolution spreads like wildfire across the Tyr Region. The city of Tyr has broken free of tyranny, though turmoil still holds the world in its merciless grip. A decade has passed since the Age of Heroes began.
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