Dungeons And Dragons Dark Sun Campaign Setting Pdf Zoom
File Name: dungeons and dragons dark sun campaign setting zoom.zip
The game was derived from miniature wargames , with a variation of the game Chainmail serving as the initial rule system. These characters embark upon imaginary adventures within a fantasy setting. A Dungeon Master DM serves as the game's referee and storyteller, while maintaining the setting in which the adventures occur, and playing the role of the inhabitants of the game world.
- 13 Best One-Shot Horror Tabletop RPGs for Halloween!
- Review: “Midgard Campaign Setting”
- 13 Best One-Shot Horror Tabletop RPGs for Halloween!
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Welcome to Thule, a primordial land of fierce barbarians, elder horrors, and savage wilderness. In this ancient age, humankind is a young race, newly arisen on a monster-haunted Earth. Cities of cruel spledor lie scattered across the great lands of the north like a handful of gems strewn from a dead thief's hand.
13 Best One-Shot Horror Tabletop RPGs for Halloween!
Tagged: troika lukegearing osr carcosa darksun. Is Luke Gearing too powerful? A setting book for the award winning Troika. This book describes a fantasy world reminiscent of Dune, Dark Sun, Carcosa, or your other favourite fantasy desert pastiche. A short introduction, a little over a page of text, sketches the world for the reader. All the Troika backgrounds help shape the world.
Some are brief moments of specificity, like the Coated Man, a knight of sorts, doomed to an early death while covered in a sheet of plastic armour. Others hint at the nature of world, like the Refugee of the Past, a person waking up in this post-apocalypse.
Many will help shape your particular game or campaign, like the Deposed Sultan, whose possessions included an adversary, and the title of one of The Thousand Sultanates. Almost all the backgrounds ask questions of the player in a way I think is both simple and useful when starting an open ended game. Once again the world is detailed in broad strokes, sometimes with strange specifics, sometimes with elements that are very open ended.
But then it all ends! A small list of things to do with this setting and a simple sultanate generator and we are done. I would have liked to have seen the map of the setting described more, like the hex map of Carcosa. More random tables to flesh out hte setting, perhaps. But the approach he took is clearly purposeful, mirroring that of Troika itself. I wish like Troika proper all the backgrounds were illustrated! The same can be said of the monsters. This is a terse book, so more art would help flesh out some of the details of the setting, though perhaps that would calcify things that were meant to be up to the GM to think about.
Honestly, for 36 Monsters and 36 Backgrounds it feels like a lot of cash. I mean, at this point I would get anything Luke makes. I enjoyed reading this book. Now I have got to play! Tagged: darksun 2e railroads.
No matter how well they do, at some point the PCs are discovered, captured, and brought before Hamanu. Oh, the railroad. At some point adventures from TSR transitioned from open-ended affairs to highly structured stories. Some people place the blame squarely on the shoulders of Tracey and Laura Hickman, though this seems a bit unfair. If the adventure you are playing only makes sense if certain situations happen you are probably better off being upfront about that and simply narrating what needs to take place.
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. Why not just start the adventure with the players captured? Something about the way this is presented seems obnoxious. But look, there are even dumber examples of railroading in the adventure:. For the purposes of Freedom , you do not want the PCs to escape unless a specific encounter calls for escape.
The players, on the other hand, will certainly try to escape. All their attempts should fail. Still the players must believe they had a fair chance to succeed. The following tactics let you program fair failure for the PCs, both thwarting and rewarding their escape attempts.
There are probably lots of modules like this one, though it feels like at the time they were few and far between. Though the adventure is presented in a particular order, each encounter is designed to stand alone. Like building blocks they form an interesting whole while piled together, but how you stack them is left to each DM. There has been lots written about railroads in the OSR blogosphere. Tagged: darksun 2e. I recall really looking forward to the release of City by the Silt Sea.
The cover art by Brom was pretty spectacular. I was a big fan of the Dark Sun books that revealed more about the history of the world. City by the Silt Sea is one such book, all about the ruined city of Giustenal. The city is mentioned very briefly in the original Dark Sun boxed set. This boxed set expands those few paragraphs into a campaign book, an adventure book, a monster booklet, 4 cards with useful information for the DM, and a big poster map by Diesel of Giustenal and its environs.
The campaign booklet for City by the Silt Sea opens with a brief history of the ruined city of Giustenal. The booklet expands on the story of the world revealed thus far by introducing another Sorcerer-King Dregoth who was betrayed and murdered by his fellow Sorcerer-King. Unfortunately for them he now lives under his ruined city-state as a Dragon-Lich, and is looking to have his revenge on the world. The next few sections of the campaign book detail the various places adventure can take place in and around Giustenal.
Starting with a zoomed out view of the region, the book looks at nearby cities and adventure hooks to get people to Giustenal. Making it into Giustenal is tricky: much of the city is under the sea of silt, and the more obvious routes in are blocked by huge tar pits. There are also a few interesting NPCs that players can befriend or battle. The ruins and dangers of the ancient city itself are covered next, including a look at a couple passageways that lead to the catacombs and ancient cities that lay under Giustenal.
Each of these places is described in turn with a brief history, followed by adventuring locations and NPCS and monsters of note. The last section of the book is a look at Dregoth and the new race of creatures he has created since becoming a dragon, the Dray. The adventure described in the adventure book is presented in an unusual fashion.
Each chapter more or less maps to a corresponding chapter in the settings book, and simply lists a series of possible encounters that would make sense in that locale. Each encounter follows the following format: there is a setup , that explains when the encounter should take place, some read aloud text to start the encounter, the details of what happens during the encounter , what the possible outcomes could be and what they mean for the PCs, and finally what the next possible encounters could be.
The encounters can be played in a mixed order, skipped, etc. The adventure book is designed to facilitate players simply exploring the region in and around Giustenal. There is also an overarching quest that is barely hinted at for players and dungeon masters who are into that sort of thing.
The poster map as well as the maps inside the two books are all done by Diesel. I am a big fan of his maps. He does a really good job of illustrating the various locations outlined in the book. The remaining interior artwork is by Tom Baxa , of course. There are lots of illustrations, of varying quality. The monster booklet and DM cards round out the boxed set. The new monsters are really par for the course for Dark Sun. Notable at the time was that Dregoth was the first Sorcerer-King with actual statistics.
After re-reading the other Dark Sun settings books last year I was getting worried that the whole line may have actually been terrible and I was just too stupid to notice. Thankfully I genuinely liked City by the Silt Sea. I would go so far as to call it good. Tagged: dnd darksun homebrew psionics. As such, I wanted to figure out a simpler set of rules of psionics. I thought a good first step would be to settle on rules for wild talents—people who have some small psychic ability. I wanted about half the population to have a wild talent.
If they fail the roll the character has no wild talent; if they succeed, the amount they succeed by determines their wild talent as follows:.
A character may use their psionic power once per day. Psionic Immunity and The Haitian are exceptions here: they are always active. Each book takes a look at a particular group, with the bulk of the books being write ups of example factions: with Elves of Athas you had example elf tribes; with Dune Trader you had example trading houses; and with Slave Tribes you had example slave tribes.
Having reviewed the previous three books, it seems only fitting I take a look at the last one, Veiled Alliance by Allen Varney. Veiled Alliance takes its name from the secret society of magic users that the book covers.
The book opens with two totally throw away chapters about the alliance in general. Most of the information is silly, boring, or uninspired. You could probably just drop these chapters completely or shrink them greatly and jump to the meat of the book, the descriptions of the alliance chapters in each city-state.
One thing that makes this book interesting is that it expands on the information available about the various city-states in Athas in general. Each city-state is discussed briefly before moving on to the alliance chapter that operates within it.
For each alliance chapter we learn: how to make contact with the group, how they initiate new recruits in to their order, their history, their leadership NPCs and information about their hideout.
The fact the various alliance chapters have hideouts strikes me as odd, since the first chapter describes the alliance structure as being organized like a terrorist cell: small groups that are only aware of a few other cells. Why would an organization like that need a place to hang out?
Each section also has some example adventure hooks, some better than others. All of these books have been overly verbose, but this one really does feel like it is mostly filler with all the tangential information about the city-states. The book does do a good job at showcasing what different sorts of Veiled Alliance themed adventures might look like.
Review: “Midgard Campaign Setting”
This book, a full-scale revision and expansion of the rules in the original Battlesystem Fantasy Combat Supplement, gives you all the information you need to set up and play battles with miniature figures. It was published in November About the Title. The original Battlesystem was meant to be played with or without miniatures, and so came in a box full of fold-up figures and lots and lots of army counters. That changed with the second edition Battlesystem Miniatures Rules , which put the word "miniatures" front and center. Origins I : Four Years Later.
Horror role-playing games are so effective at getting us scared! Classic horror to sci-fi, short to long, free to paid, GMless to GM required, premade adventures to system only, tabletop to online etc. Choose the one-shot horror RPG that works best for your group! This post may link to online stores. If you click a link and buy something, I may get a commission.
Tagged: troika lukegearing osr carcosa darksun. Is Luke Gearing too powerful? A setting book for the award winning Troika. This book describes a fantasy world reminiscent of Dune, Dark Sun, Carcosa, or your other favourite fantasy desert pastiche. A short introduction, a little over a page of text, sketches the world for the reader. All the Troika backgrounds help shape the world. Some are brief moments of specificity, like the Coated Man, a knight of sorts, doomed to an early death while covered in a sheet of plastic armour.
Dark Sun is an original Dungeons & Dragons (D&D) campaign setting set in the fictional, post-apocalyptic desert world of Athas. Dark Sun featured an innovative.
13 Best One-Shot Horror Tabletop RPGs for Halloween!
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I played in a Dragonlance campaign. Midgard definitely deserves to be included in the classics. Not only is the book gorgeous, but the font is just a bit too small for my eyes on an iPad screen. So after talking with Wolfgang, I agreed to write this review in exchange for Kobold Press covering the shipping to Canada which is ridiculously high.
Стратмор даже не пошевелился. - Коммандер.
Халохот ошибся с местом действия. Быть может, смерть Танкадо в публичном месте была необходимостью, однако публика возникла чересчур. Халохот был вынужден скрыться, не успев обыскать убитого, найти ключ. А когда пыль осела, тело Танкадо попало в руки местной полиции.
Говорили, что от него уходит жена, с которой он прожил лет тридцать. А в довершение всего - Цифровая крепость, величайшая опасность, нависшая над разведывательной службой. И со всем этим ему приходится справляться в одиночку. Стоит ли удивляться, что он находится на грани срыва?. - С учетом обстоятельств, я полагаю, - сказала Сьюзан, - вам все же нужно позвонить директору.
Извините. Дэвид - это отличная кандидатура. Стратмор отрешенно кивнул: - Он вернется сегодня вечером. Сьюзан представила себе, что пришлось пережить коммандеру, - весь этот груз бесконечного ожидания, бесконечные часы, бесконечные встречи. Говорили, что от него уходит жена, с которой он прожил лет тридцать.
Однако одиночество не принесло ей успокоения. В голове у Сьюзан беспрестанно крутилась мысль о контактах Танкадо с Хейлом. Кто будет охранять охранников. - подумала. Quis custodiet ipsos custodes.
Ее зовут… Не отключайся, дружище… - Роса… - Глаза Клушара снова закрылись. Приближающаяся медсестра прямо-таки кипела от возмущения. - Роса? - Беккер сжал руку Клушара. Старик застонал.