TSR 3142 King of the Giantdowns.pdf
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table ofAontents
Introduction
.................
Part
I:
An
Overview
of
the Giantdo
0
es
of
Interest.
...............
30
Ancient History of the Downs
.........
The Coming of Men.
................
The
Giantdowns Today.
..............
Provinces of the Giantdowns
........
Neighbors of the Giantdowns
......
Part
11:
Denizens
of
the Giantdown
Downs
.....................
43
the Giantdowns.
....
58
..................
58
Rjurik Settlers
..................
The Emerald Spiral
Bandits and Reneg
The Army of the White Witch.
......
Other Peoples
....................
a
.................
59
en
................
59
e
..................
61
of the Giant-King
..............
62
.................
....................
uiddar
.................
ead
..................
~.
Written I:.;F,i: Stark
Edited by
C:+ie
A.
Bebris
Proofread by
Sue
Weinlein Cook
Creative Direction by Karen
S.
Boomgarden
Cover and Interior
Art
by Tony Szczudlo
Cartography by David C. Sutherland
111
Art
Direction by Bob Galica
Page Backgrounds by
Starr
Mahoney
Graphic Design by Don Danowski
Typography by Nancy J. Kerkstra
Electronic Prepress Coordination by Dave Conant
Playtesting by Carrie
A.
Bebris, Anne Brown, Steven Brown, Miranda Homer, Duane Maxwell
ADGID,
ADVANCED
DUNGEONS
is
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trademark awned by TSR,
Inc.
All TSR characters, character
names,
and the distinctive
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3142XXX1501
ments..
....................
.30
and the TSR logo are registered trademarks owned
by
TSR,
Inc.
thereof
are
trademarks owned by TSR.
Inc. 01997
TSR,
Inc. All
rights reserved. Made in the U.S.A. TSR,
Inc.
is
a
subsidiary of Wzards ofthe Coast,
Inc.
Distributed to the book trade in the United States by Random House, Inc. and
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House
of Canada Ltd.
Distributed to the hobby, toy, and comic trade
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Distributed worldwide
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This material
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protected under the copyright laws
of
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or
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use
of
the material contained herein
is
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express
written permission of TSR,
Inc.
MONSTROUS
&
DRAGONS,DUNGEONMASTER,BIRTHRIGHT,
every hill, ready
to
slit the thma
Lars knew bettel: %e goods he
and ancient battlefields, disputing
s
would make him enough money to wtnter
tn
co
name for himself
ing all right, old man?"
heaving, wounded man.
m but tossed the ivatersk
etting.
In
addition
he AD&Dmgame
MASTER*
Guide,
and
BIRTHRIGHT
e!
What happened?"
gee shook his head
'ttribe! They attacke
ed-the Downs have
n a Dungeon Master (DM)needs to con
several adventures, or even a small cam
,
in the Giantdowns. It includes description
provinces, people, and important places o
owns. The DM has plenty of room to fill i
is
own
details and create his
own
adventures, bu
t be mad. Besides,
employ of a blooded nonplayer character
(NPC).
How can the
PCs
win the Giantdowns for them-
Lars knelt down and grabbed the man's arm.
'
ing
of
the Giantdowns
provides all t
and the mounds
C0.m
f?
g9-7-n
7
ight from the start, the DM should be
c
:>
??3~9
and harrows of the land are
filled with the rotting corpses of
armies that fell fighting amid the Downs. Ohv-
,
thinking ahout
a
series
of adventures
..
ously,
the
independent Rjurik, not to mention the
various hnmano;d ,ind giant hands of the region,
would resisi: an invasion.
The Giantdowns. thereforc, must be conquered
frrim
within Any PCs interested
in
huilding
a
realm
0u.t
of
the \r~ildDowns must come
to
the region and
provc tliemselves to he hcrocs worthy oCregency.
They must impress the existing leaders of the Rjurik
.
and win over
or
defeat those who might oppose them.
King
of
t,ie
Giantdoww
contains adventures and
background material the
DM
can use to construct a
.
campaign directing the PCs toward rulership. The
sections of this hook detail the inhabitants
of
the
.,
Downs, relevant sites and adventure locales, and
.rather than one adventure at
a
time.
Ex!? adventure should do something to move the
PCs
closer to their goal of rulership
(or
farther
awas if
they fail in their quests). The following
appyoach could he used as
a
model for a Giant-
downs campaign:
Introduce
the PCs.
The first adventure or two
shotr!d introduce the PCs to the Giantdowns. Even
if thc
PCs
are actually
from
the Downs, they proha-
hly xen'twell-knnxvn among the settlers and need
to establish themselves as heroes.
Good introductory adventurcs must he geared
i
/~
some suggested adventures a DM can use to get
a
toward the level of the adventuring party (usually
,,
campaign started.
Each time the
PCs
undertake an adventure in the
Giantdowns, they should be thinking, "How can this
action make me
a
more impressive candidate for
regency of the Downs?"Even the purest adventurer.
one who quests only to fight evil and defend the
weak, should consider this an overall, obtainable goal.
The DM, likewise, has
to
think in these terms.
Whether he uses an adventure from this supple-
ment
or
creates one of his own using the
NPCs,
low-level challenges)
and
toward interaction with
prominent NPCs. The
1'Cs
should do something
important and dangerous, but thc most useful
thing ahout an introductory adventure
is
that it
puts the
PCs
in contact with a few of the area's
prominent people.
A
good example of an introductory adventure is
"The Fall of Bjorlangen" (see "Part
11':
Adventures
in the Giantdowns"). It contains enough action and
danger to keep the PCs' attention, while allowing
monsters, adventure sites. and situations presented
them to interact with some important peoplc and
,.
..,
in
this hook, the DM has to allow the players to
huild their kingdom themselves.
make
a
few
friends among the Rjurik settlers and
the Watch (an alliance of rangers and scouts that
i
i
tried-
S*fknC*3.T;RV
.-
._
patrols the settled areas). The
DM
can easily mod-
ify the difficulty of this adventure to make it easy
enough for 1st-level PCs or challenging enough for
higher-level adventurers.
introduce the environment. The players should
be allowed
to
read all
or
some of "Part
1:
An
Overview of the Giantdowns" either
hefore or
just
after their first few adventures. (Natives
of
the
Downs should get more information earlier than
non-natives.)
0;
t!ie DM can present the informa-
tion from the ovemiew
as
he sees fit. I-lowever,the
PCs
won't.
truly know anything ahout the Downs
environment until they start moving around and
getting into trouble.
The DM should plan an adventure
or
two
designed to give the PCs a "feel" for the area. The
introductory adventure (see above) wil: do so to
some extcnt,
of
course, .but more adventures meant
to estahlish the environment could prove helpful.
"The Lore of thc Lencrotta" adventure allows the
PCs
to explore the Downs and exposes them to
a
few of the dangers they hold. Characters will learn
that the Downs are a beautiful place, full of rolling
hills and heather-covered fields, but that they hide
many dangers. Canny monsters and dangerous
traps lie in the Downs. and supernatural foes wait
not far away.
Establish the heroes. By the time the PCs
have gone on several adventures in the Downs,
they have probably met many of the important
people
of
the area, made friends with some com-
moners. and established
a
''feel" for the region
without knowing everything ahout
it.
At this
point, they should actively start promoting them-
selves as heroes in the Downs.
To do this, they need more challenges. Charac-
ters who began their activities in the Downs region
are probably at
or
approaching mid-levcl by now
and can face some more impressive dangers. The
DW
should try to challcnge them and set up some
setting up external and inter-
nal threats
(a
few of the prominent
Rjurik may not have the Giantdowns' best
interests at heart) and by placing the PCs squarely
on
the bull's cye of any incoming trouble.
"The Raid on Rhuiddar" is
an
adventure that may
not profit the PCs personally, but they could under-
take it fnt the good
of
the Rjurik living in the Giant-
downs. "The Barrow of the Giant-King" adventure
does not involve a particular threat, hut gives the
PCs
an
opportunity to estahlish for themselves
a
power
ha5e in the r)owns region.
Continue adventures and
plotlines.
The DM
must
work
to estahlish continuing characters. sub-
plots, and
overall goals
for the PC party. While
all
the adventures in the Downs can be encapsulated,
they should have effects that spill over into future
adventures, either presenting problems or yielding
benefits. The
DM
can
use the large numher of
NPCs and detaile?. adventure sites to establish this
continuity, and {he
scan
exrloit .the
PCs'
own
needs
and desires to this cnd.
Crown the kin?:.
The
road to regency will wind
and bend differently
for
each adventuring party.
The
PCs
(with the DM) must figure out for them-
selves how to estahlish onc of their number
as
"King of the Giantmdowns" (and the others,
if
they
so
choose, as vassals
nr
rulers of landless domains
within the Downs). But ideally, at some point the
PCs
will
have dealt with enough threats, performed
enough acts
of
heroism, and established enough
supporters and friends throughout the Downs
to
make
a
bid for rulership.
e
advenmre
7T
deally, you
as
the DM will read through this
whole book and plan a long-term story arc for
your players. If, however, you don't have time
to i-ead everything beforehand, read through this
introduction. skim the overview in Part I, then skip
to the adventures
in
Part IV and choose one of the
early ones. "The
Fall
of
Bjorlangen" and "The Lure
of thc Leucrotta" irr
:
,-titular
can
he read in
a
few
minutes, and each
re
parts of the hook yr.'
Later, when you .av:
i
''2
:
' '-
of the
liooli
and
pvi
':e4
the defexze
of
the
Rjorik settlers. He
can do
this hy
4
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