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Сеттинг AD&D 2ed
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Product Title |
2400 |
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AD&D Dark Sun World Campaign Setting (13.8MB)
Timothy B. Brown and Troy Denning
1991
2 96-page books, 2 24-page flip books, 16-page book, 2 fold-out maps, Complete Psionics Handbook Errata Sheet
Amid the barren wastelands of Athas lies the scattered city states, each in the grip of its own, tyrannical sorceror-king. Protecting their own positions with dark magic, they demand absolute obedience. The restless mobs are placated with bread and circuses - the arenas overflow with spectators seeking release from their harsh lives.
The land outside the cities belongs to no one. Savage elves race across the deserts while insectoid thri-kreen satisfy their taste for blood. Dwarves labor at projects beyond the scope of men, and feral halflings lie in ambush.
Athas is a land of deadly magic and powerful psionics that offers no promise of glory or even of survival. Those who do not have the cunning to face life on Athas will surely perish - leaving nothing but bones bleached white under the blistering rays of the Dark Sun.
ON THE SANDS OF ATHAS YOU’LL FACE...
Three new PC races! - half-dwarf, half-human; specially bred for combat!
- Muls
- Thri-kreen - the savage mantis-warriors of the barrens!
- Half-giants - bred for tremendous size and strength!
Three New PC classes! - Heroes of the arenas, the ultimate warriors!
- Gladiators
- Templars - Wicked priests who serve the sorceror-kings!
- Defilers - Wizards whose powers drain the life around them!
More Powerful PCs!
All DARK SUN game characters begin at 3rd level!
Ability scores that can go as high as 24!
All PCs have one or more psionic powers!
The new Character Tree allows players to advance many characters at once!
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2401 |
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DS1, Freedom (5.12MB)
David «Zeb» Cook
1991
16-page book, 2 48-page flip books
Enter the ancient and corrupt city of Tyr, whose tyrannical sorceror-king has ruled for a millennium. As you wander the city, from the wreck of the elven warrens to the sanguine splendor of the arena, you realize that the citizens of Tyr thirst less for water than they do for freedom.
Now, after a century of slave labor, sorceror king Kalak’s great ziggurat nears completion. He has promised the city a grand celebration when the monument is done, complete with the most brutal arena spectacle in Tyr’s long history. Rumors abound as to the nature of the spectacle: some believe it will bring with it the longed-for manumission of countless slaves; others fear the annihilation of Tyr and her people as a sacrifice to Kalak’s hunger for power; and a secret few believe it will be a day of revolution - a day of freedom!
Designed for four to seven players of starting levels, the DM’s Book and Player’s Book inside this pack provide the DARK SUN game DMs with a campaign base in Tyr, and give PCs a brutal introduction to Athas.
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2404 |
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DSR1, Slave Tribes (4.55MB) |
2405 |
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MC12, Monstrous Compendium, Dark Sun Appendix (3.36MB)
1992
96 3-hole punched pages w/cover
Beneath the blistering rays of the Athasian sun live creatures more horrible than anything yet found in the AD&D game. In this harsh world, only the strongest can survive. Even the most timid looking creatures must be ready to kill or be killed at any time.
Terrors of the Desert contains 96 pages of new monsters specially designed for use in the DARK SUN campaign setting. Within these pages you’ll find a variety of monsters, many with unbelievable psionic powers. Terrors of the Desert includes details on the massive creatures that lurk beneath the Great Silt Sea, powerful elemental beings unlike those found anywhere else, and golems of ash, chitin, and obsidian.
Face the Terrors of the Desert... if you dare.
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2406 |
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DSQ1, Road to Urik (4.35MB)
David «Zeb» Cook
1992
16-page book, 2 48-page flip books
«Tyr is free! Tyr is free!» Such is the heady cry that echoes from the darkest warrens to the gleaming chambers of the Council in that ancient city. Now is your chance to savor life released from the oppresive gloom of the sorceror-kings - but for how long?
New forces threaten the newly-born independence of Tyr, as outside forces march upon the city. 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. It falls upon you to help mobilize and lead the citizen-army of Tyr on the road to Urik.
Designed for four to six characters of 4th to 7th level, Road to Urik is set in and around Tyr, the campaign base for your DARK SUN game. A stand-alone adventure, Road to Urik can also be played as the sequel to Freedom.
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2407 |
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DSR2, Dune Trader (3.93MB)
Anthony Pryor
1992
96-page book
In the harsh lands of Athas, even the bare necessities of life are hard to come by. The caravans of the traders ply the shifting sands, daring raiders and the elements to bring goods and hope to both the teeming hordes of the city-states and the isolated villagers in the trackless wastelands. Without the traders, life on Athas would be impossible.
Dune Trade r explores the lives of the people who are the lifeblood of Athas. The major merchant houses of the Tyr region are described, as well as minor houses, elven merchant and raiding tribes, and the mercantile tendencies of all the races of Athas. The personalities who drive these houses and tribes are detailed fully within these pages.
A new character class is introduced here - the trader class. The DM receives complete instructions on how to run a trader-based campaign, and the players are shown how to play trader characters and start their own merchant houses. The most vital and exciting challenges on Athas await within this book!
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2408 |
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Dragon Kings rulebook (7.02MB)
Timothy B. Brown
1992
160-page hardback book
EXPLORE THE 10TH LEVEL OF MAGIC.
Only the most powerful characters are destined to rule Athas. Warriors with vast armies of followers campaign for glory; rogues become masters of illusory magic to further their deadly schemes; spellcasters who can also master psionics open whole new tomes of magic available to them - the most powerful spells ever! And not only do they gain greater magic, the spellcasters take on entirely new forms when they advance beyond 20th level - clerics can attain elemental form; preservers mutate into magnificent avangions; defilers can actually transform into dragons themselves! Learn of these advanced beings, the new magical spells available to them, plus new psionic devotions and organizations, military vehicles and army lists, and more, all within the pages of Dragon Kings!
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2410 |
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DSQ2, Arcane Shadows (4.85MB)
Bill Slavicsek
1992
16-page book, 2 48-page flip books
Tyr has been freed, and the mighty army of Urik has been turned back. These are new and strange times, indeed. 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.
Preservers, the keepers of good magic, have sent a mysterious summons. They are ready to embark on a new and dangerous plot to thwart sorceror-kings and bring new life to Athas. 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.
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 recesses of Arcane Shadows.
Designed for four to six characters of 5th to 8th level, Arcane Shadows is set in Urik. A stand-alone adventure, Arcane Shadows can aslo be played as the sequel to Freedom and Road to Urik.
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2411 |
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DSR3, Veiled Alliance (3.74MB)
Allen Varney
1992
96-page book
Few safe havens exist on Athas, and fewer still for preservers. In the hidden places of the cities - a potter’s shop, a crematoria, even under the very palace of a sorceror-king - the Veiled Alliance abides, aiding and protecting preservers and auxiliaries, and standing against defilers. In Tyr, Balic, Draj, Gulg, Nibenay, Raam, and Urik, protection from the dark forces of Athas endures.
Secret recognition signals preserve their identities. For those seeking membership comes a testing: after true intentions are proven, tests are administered and, if failed, leads to a terrible death. If successful, the candidate looks forward to years of perilous work and strife - the results of which may never see the pages of a journal. And no one quits the Alliance without facing requital. presents the DM with all the information required to create Alliance-centered campaigns on Athas - detailed information about the five aims, adventure hooks for each Alliance, recognition signals, and maps of various headquarters. All the features you need to create thrilling, fundamental challenges to the Alliance on the ruthless world of Athas are now revealed.
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2412 |
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DSQ3, Asticlian Gambit (5.09MB)
Anthony Pryor
1992
16-page book, 2 48-page flip books
The palace of the Forest Queen contains treasures unimaginable. To the sons and daughters of Athas’s harsher climes, Gulg and the Crescent Forest seem almost perversely lush, a jumble of green and growing things hording precious water for the benefit of the few. But while basking in the glow of Lalali-Puy’s gratitude, your characters have the richness of the forest at your beck and call.
Of course, the Oba’s sensibilities are easily bruised, and her nature is notoriously unforgiviing. Gulg’s dank dungeons are only a staging area to a deadly ceremony, where the young nobles of the city chase prisoners through the forest to earn their places as lord of their city - the Red Moon Hunt.
Designed for four to six characters of 7th to 10th level, Asticlian Gambit makes them pawns in a dangerous game between the Oba of Gulg, the Shadow King of Nibenay, and mysterious representatives of the Asticles family of Tyr. A stand-alone adventure, Asticlian Gambit can also be played as the sequel to Freedom, Road to Urik, and Arcane Shadows.
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2413 |
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DSR4, Valley of Dust and Fire (5.31MB)
L. Richard Baker III
1992
96-page book, fold-out map
For thousands of years a great and terrible secret has lain hidden in the depths of the Sea of Silt. In the heart of this vast dust basin, an endless storm of ash and shrieking wind guards the deadliest concentration of evil and power found on the dying world of Athas - the Valley of Dust and Fire.
Valley of Dust and Fire more than doubles the known portions of the world of Athas. Intrepid explorers will discover new wonders and perils within the deadly Sea of Silt, from the beautiful island of Shault to the savage Mountains of the Sun. New rules for traveling the dust basin and surviving its many dangers are included.
With luck and determination, a skillful and well-prepared party just might pass through the Great Ash Storm and enter the Valley of Dust and Fire. But this realm of shattered badlands and awful monsters is so deadly that only one man has ever reached the valley and returned to tell the tale.
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2416 |
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DSE1, Dragon’s Crown (15.6MB)
L. Richard Baker III, Lisa Smedman, Kirk Botula, and Geoff Pass & Alex Bund
1993
16-page book, 32-page book, 64-page book, 2 96-page books, 6 PC sheets, 2 fold-out maps
Hail heroes of Tyr!
Bravely you have served your adopted city since the day of King Kalak’s fall. As slaves and rebels you rose from Kalak’s slave pits to claim your freedom from his ancient tyranny. Now that freedom is being threatened once again by an insidious new enemy, one who controls the use of psionics throughout the dying world of Athas!
The Dragon’s Crown adventure is the exciting climax in the Freedom flip-book module series. In one final journey of epic proportions, the player characters must defend everything they have worked so hard to build. Seven adventures connected by pne great plot take the PCs from the volcanic islands of the Sea of Silt to an ancient wonder hidden in the forests of the Dragon Crown Mountains. The grandest and most ambitious adventure of the DARK SUN game world, Dragon’s Crown will provide many hours of exciting play!
Dragon’s Crown is suitable for 4 to 6 characters of 10th to 13th levels. The previous flip-book modules (Freedom, Road to Urik,Arcane Shadows, and Asticilian Gambit) are helpful, but they are not neccessary to enjoy Dragon’s Crown.
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2417 |
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DSM1, Black Flames (5.00MB)
Sam Witt
1993
16-page book, 2 48-page flip books
A simple trip from Urik to Raam: What could be easier? But unexpected encounters and freakish sandstorms conspire to make this journey more dangerous than imagined. Lost and dying of thirst, your characters unwittingly involve themselves in a strange mission - the motivation behind which lies hidden.
On the adventurers’ trail are enraged dragons, desert fiends, and a curse that threatens to drive them mad - or make them one of the walking dead. Their only hope is to enter the ancient ruins of Yaramuke, site of a great battle between sorceror-kings of ages past.
Yaramuke...City of Black Waters. The very name curdles blood.
Designed for four to six characters of 3rd to 6th level, Black Flames is set in and around the remains of Yaramuke and the cities of Urik and Raam. Let your DARK SUN game characters experience new adventure among the ancient ruins of Yaramuke!
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2418 |
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Ivory Triangle Boxed Set (10.2MB)
1993
96-page book, 2 32-page books, 16-page book, 6 reference cards, 2 fold-out maps, 4 Monstrous Compendium pages
Nowhere are the stark contrasts that define life on Athas more dramatic than within the Ivory Triangle! In the forests of Gulg live elite hunters called the Judaga Warriors, who claim the heads of their prey as trophies. Behind the walls of Nibenay (built with the blood and toil of countless slaves), decadent markets promise myriad experiences to those who have money to spend and courage to spare. Across the desolate salt flats of the Great Ivory Plain, a handful of bold merchant outposts and slave tribes struggle to exist and to exploit unwary wanderers. Amidst all, a sinister poisoner of the Tablelands plies his trade on the border between life and death. These dangers and more lie within that region called the Ivory Triangle - the ideal setting for continuing adventures on the deadly world of Athas!
WITHIN THIS BOXED SET YOU’LL FIND...
- A 32-page guidebook to the city-state of Gulg;
- A 32-page guidebook to the city-state of Nibenay;
- A 96-page book detailing the merchants, raiding tribes, and lands of the Ivory Triangle;
- A full-color poster map of the cities of Gulg and Nibenay;
- A full-color poster map of the Ivory Triangle;
- Six reference cards including player handouts, new price lists, and encounter tables for your DARK SUN campaign;
- Four new monsters to add to your DARK SUN appendix of the MONSTROUS COMPENDIUM;
- A campaign calendar for tracking your adventure;
- A short story to set the tone for your own tales.
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2419 |
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CGR2, The Complete Gladiator’s Handbook (5.04MB)
Walter M. Baas and Colin McComb
1993
128-page perfect-bound book
From the dusty arenas of Athas comes The Complete Gladiator’s Handbook, ready to arm the fiercest DARK SUN campaign antagonist. Numerous new kits, details of the Tyr region’s arenas, quick summaries of combat rules, a martial arts system, and suggestions on how to run area games are within these pages. So gird your weapons - your opponents await!
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2420 |
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DSS1, City-State of Tyr (4.44MB)
Walter M. Baas
1993
96-page book, fold-out map
Tyr has battled and bled for its freedom, throwing off the yokes of an insane sorceror-king and slavery. The city stands poised on the brink of democracy. but has Tyr the strength to seize the future and shape it in the image of that freedom, or has the city merely traded one form of slavery for another?
City-State of Tyr addresses these matters and more. Within this 96-page booklet is the most complete, detailed description of Tyr’s peoples, places, and plots ever. The premier city of the DARK SUN campaign setting now lies complete for an Athasian campaign’s player characters. Learn the city’s history, attend a Council meeting, wander the city’s business districts, and explore the mysterious Under Tyr - the ancient ruins of the forgotten city upon which Tyr was built.
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2421 |
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DSM2, Merchant House of Amketch (4.71MB)
L. Richard Baker III
1993
16-page book, 2 48-page flip books
In the city of Balic, an insidious new threat to the Tyr region has arisen in the shape of a humble beetle. Magically altered to deliver a psionic malady via their bite, the beetles have been used by templars, slavers, raiders, and worse to neutralize the psionic abilities of their captives and render them docile. In desperation, the Veiled Alliance has called upon your characters to track down the source of the sinister beetles and put an end to them. There’s only one problem - the most powerful merchant house of the Tyr region is growing even wealthier from the parasitic trade!
Merchant House of Amketch is designed for four to six characters of 4th to 7th levels. Explore the trade routes and intrigues south of the Estuary of the Forked Tongue, in the heart of the Tyr region! Merchant House of Amketch can be played as a stand alone adventure or as the sequel to Black Flames.
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2422 |
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DSS2, Earth, Air, Fire, and Water (4.07MB)
Shane Lacy Hensley
1993
96-page book
On a world with no gods, what do priests serve? The priest class on Athas is unique and distinct from the priest classes of any other AD&D world. Athasian priests worship no gods, collect no followers, and carry edged weapons.
Earth, Air, Fire, and Water answers all your questions about this singular class of clerics. Here are the elemental priests who serve the elementals and Athas. They strive to return their barren and battered world to its former state of lush green valleys, forested mountains, and cool waterfalls.
Here are the paraelemental priests who oppose the restoration of Athas, serving the paraelements whose power and might is growing as defiler magic continues to plunge Athas further into decay and ruin.
New priest kits allow PCs to become an Athasian elemental priest of Earth, of Air, of Fire, or of Water - but they can only serve one, for the elements are jealous masters. Each kit contains unique powers, limitations, and proficiencies. Each offers four different ways in which to bring about the regeneration of Athas: as a Wanderer, as a Guardian of a shrine, as a City Cleric, or as a Shaman of a tribe. But beware the paraelemental priests - their success depends upon the failure of the elemental clerics!
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2423 |
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DSS3, Elves of Athas (3.23MB)
Bill Slavicsek
1993
96-page book, fold-out map
They run across the burning plains where others fear to walk. They live for the moment, these savages of a dying world. The elves of Athas are wild, dangerous, and unlike any other elves. Forget the frail forest dwellers of other campaign worlds. Athas’s elves stand tall and lean, with long limbs and fearsome faces. They are thieves and raiders, swift warriors and terrible foes.
Elves of Athas explores the passions that drive them, the abilities that make them different from other races, and the outlook that lets them survive beneath the crimson sun. This accessory uncludes savage encounters with the better known tribes and an updated map of the Tablelands region. For players, there are new rules for character creation and new Athasian elf kits - offered to DARK SUN game characters for the first time.
The elves of Athas are forged in the endless depths of the desert - burned dark by the sun, toughened by the swirling sand, and given strength and swiftness by the constant wind. Come run with them - if you dare!
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2424 |
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DSM3, Marauders of Nibenay (4.67MB)
William W. Connors
1993
16-page book, 2 48-page flip books
When the brides of death become the marauders of Nibenay,
When the dead must die and the unsleeping must wake,
Then the Dragon shall be born anew.
For centuries the Veiled Alliance has been a thorn in the side of the mighty sorceror-king Nibenay. Now the stars are right and the mysterious Shadow King has decided to rid himself of his unremitting rivals. But the Veiled Alliance is not easily defeated. They too have been watching the stars, and they know that the history of the great city has reached a crucial juncture. Both sides stand ready for a great battle, but neither is prepared for the disaster that looms over the city. By the time the sun rises again, the city will be in ruins and the task of rebuilding it will fall squarely on the shoulders of a small band of adventurers. The future is theirs to decide, for good or evil.
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2428 |
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DSE2, Black Spine (13.2MB)
Walter Baas, Dustin Browder, Tom Prusa, and Johnathan Tweet
1994
3 96-page books, 2 fold-out maps
Unknown to even the mightiest of sorceror-kings, a fire is stirring deep beneath the barren soil of Athas. Sheltered by the titanic bulk of the Black Spine mountains, a terrible force has ripped open the very fabric of time and space. Now a shimmering portal stands open and a long-forgotten enemy assembles its sinister forces to invade the kingdoms under the dark sun.
The only thing that stands in the way of this terrible fate is a band of heroes. Assembled from the four corners of this tortured world and bound together by the tangled cords of fate, they must face an enemy the likes of which they have never seen before. The odds are against them, but they dare not fail. The fate of the world is in their hands.
Black Spine is an adventure for 4 to 6 characters of 10th through 13th level. The previous flip-book modules (Black Flames, Merchant House of Amketch, and Marauders of Nibenay) precede this adventure, but they are not necessary to enjoy Black Spine.
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2430 |
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Forest Maker (3.99MB)
John J. Terra
1994
48-page book, 2 16-page books
Most adventurers know better than to listen to rumors. But when rumors spreak of a magical forest blooming deep in the burning stretch of the Alluvial Sand Wastes, even the most battle-hardened gladiator takes notice. A mysterious summons has gone out to the humans and demihumans of the Tyr region, luring them to the new forest and promising Athas’s salvation. Now your ch aracters have heard the call - but will they heed the Forest Maker, ot seek to destroy her?
Designed for four to six characters of 11th to 13th level, Forest Maker brings player characters from the sun-baked streets of Tyr to the walled fortress of Altaruk and beyond. Forest Maker is a stand-alone adventure.
This latest in the DARK SUN series of adventures has been redesigned with standard-size booklets, one for the DUNGEON MASTER and one for the players. A third booklet provides a descriptive short story to set the tone of your adventure.
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2431 |
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The Will and the Way: Psionicists of Athas (3.43MB)
L. Richard Baker III
1994
96-page book
In the deserts and cities of Athas, the most dangerous weapon is the mind. With a thought, deadly mindbenders can shatter stone, bend steel, or break opponents. Thousands of Athasians possess wild psionic talents, but only a select few can master the Way and call themselves psionicists.
The Will and the Way provides more details on psionics and psionicist characters. It introduces new character kits and special psionicist proficiencies for the first time. It expands the rules for psionic combat, adding a level of virtual reality to psychic battles. With guidelines and examples it offers rules for creating new psionic powers and crafting psionic items. Plus, it features over 60 new psionic powers for both wild talents and true psionicists.
The Will and the Way is not just for DARK SUN campaigns. As a companion volume to The Complete Psionics Handbook, the new powers and rules expansions contained in this book can be used in any campaign. The Way stretches before you. Do you have the Will to take the next step?
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2432 |
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City by the Silt Sea (13.1MB)
1994
96-page book, 64-page book, 32-page book, 6 reference cards, fold-out map
Something awakens beneath the ruins of ancient Giustenal, the City by the Silt Sea. Many have tried to discover the secrets of this forsaken place, to plunder its legendary treasures. Few have returned from its shadowy embrace. Did they run afoul of savage raiders in the desert wastes? Did they lose their way in a sudden sandstorm only to sink hopelessly into the blowing, shifting silt? Perhaps they heard the psionic voice of the Caller in Darkness and succumbed to its mesmerizing summons? Or did they meet the true master of the ruins, a being as old as the Dragon - and just as terrifying?...
The burning world has reached a critical stage. For Athas, it could mean the start of a time of renewal, or it could herald the end of the world! It all begins in the ruins of Giustenal, in a place from another age, in the corpse of a shattered, long-dead city. Something stirs in the City by the Silt Sea. Something evil...
City by the Silt Sea features:
- A 96-page book full of details on the area around Giustenal, the ruins, the strange beings who inhabit its darkest recesses, and the history of Dregoth, the undead sorceror-king - revealed for the first time.
- A 64-page adventure book designed to introduce player characters to this fascinating, dangerous locale;
- A 32-page MONSTROUS COMPENDIUM appendix featuring all-new monsters and villains unique to the ruins of Giustenal;
- Six reference cards detailing important information about the City by the Silt Sea;
- A full-color, double-sided poster map of the area, the ruins, and the many underground locations waiting to be explored.
Can you find a way into the vast ruins of Giustenal? Better yet, can you fing a safe way out?
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2433 |
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Monstrous Compendium, Dark Sun Appendix II (9.06MB)
1995
128-page perfect-bound book
The sky rumble with impending rain... droplets hiss in the blasted air before reaching the parched ground. A leviathan bursts through the clouds, its silver scales glinting in the crimsn sun. The rain drake passes, then moves in with jaws wide open...
Only the bravest - or the most foolhardy - would dare stand before the creatures included inside this MONSTROUS COMPENDIUM appendix. Encounter the shadow giant, the stalking horror, and the unique undead found lurking beyond the Tablelands as well as many other terrors. Containing 128 pages of full-color monsters, this accessory is designed for the DARK SUN campaign world but is adaptable to any AD&D campaign.
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2437 |
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Thri-Kreen of Athas (5.36MB)
Tim Beach and Dori Hein
1995
128-page perfect-bound book, fold-out poster
They tower above mere human warriors and adventurers. In a savage world, they hunt - and all else is prey. Wandering the sandy wastes and stony barrens under the crimson sun, thri-kreen are the most skilled trackers, the most barbaric gladiators, the most implacable of foes. Mysterious and savage, the mantis people have been a closed book. Until now... enters the world of the nomadic thri-kreen - a world governed by tokchak, the clutchmind, and tikchak, the hunt-mind. From hatching to hunting to coming of age, the secrets of the thri-kreen are at last revealed. From their formidable combat abilities to the subtleties of their psionic powers, this accessory explores every aspect of thri-kreen life. For players, there are new rules and new character kits - offered to DARK SUN game characters for the first time!
A special adventure for thri-kreen characters, The Taste of Fear, is included. Dire events in the unknown North trigger ancient racial memories. What terrors lie in the lost secrets of their past?
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2438 |
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Dark Sun Expanded and Revised Campaign Setting (21.2MB)
Bill Slavicsek
1995
128-page perfect-bound book, 96-page book, 2 32-page books, 3 fold-out maps, Dungeon Master screen
A decade has passed since the Age of Heroes began. The city of Tyr has broken free of tyranny, though turmoil still holds the world in its merciless grip. The Dragon King lies dead, earthquakes rock the land, and revolution spreads like wildfire across the Tyr Region. Giant r ifts pierce this once impenetrable land: far to the north, the alien thri-kreen empire quickens, sensing its opportunity to invade. And to the south, in the obsidian wasteland, the ground stirs with the emergence of the undead...
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 boxed set contains everything you need to adventure across the burning lands of Athas.
The Wanderer’s Chronicle:
128 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.
The Age of Heroes:
96 pages of updated rules and new mechanics designed to make combat more brutal and adventure more savage. This book features new player character races such as the aarakocra and the pterran, expanded rules for wizards, and revised ability score tables.
The Way of the Psionicist:
32 pages detailing a new, streamlined, complete-in-this-box psionics system designed specifically for DARK SUN campaigns.
Mystery of the Ancients:
A 32-page adventure for characters of 3rd to 5th level that kicks off any new campaign in spectacular fashion.
Three full-color poster maps:
One is a close-up of the Tyr Region. 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!
DUNGEON MASTER Screen:
An eight-panel gatefold featuring all the tables needed to run a DARK SUN adventure, on one convenient stand-up screen.
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The Wanderer’s Chronicle: Windriders of the Jagged Cliffs (6.13MB)
Monte Cook
1995
128-page perfect-bound book, fold-out map
And so I found myself learning about a folk that I had never heard described even in rumors. These halflings are an ancient people - in fact, they gave me a new definition for «ancient.» Their race is older than any other on Athas. They remember times before the Warbringer, before magic, and before the advent of the Way.’
-The Wanderer’s Journal
To the west of Tyr, the proud strongholds of the Jagged Cliffs defy everything that is known about Athas. The history of the halflings who live there is as old as Athas itself. Their origins lie with the rhulisti, who were masters of the world during the Blue Age - and who caused the end of an age when a simple experiment went horribly awry.
Winderiders of the Jagged Cliffs details the lives of the rhul-thaun - the descendants of the rhulisti and the keepers of ancient knowledge who practice the most unusual and arcane art under the crimson sun: the shaping of life itself.
This 128-page accessory for players and Dungeon Masters alike is the first in the «Wanderer’s Chronicle» series that explores new areas of Athas. It features:
- Details of the Jagged Cliffs region, the rugged land that lies between Tyr and the Kreen Empire.
- Living tools left from Athas’s dim past, including organic weapons, armor, and flying vehicles.
- Secrets of the swamp at the base of the Cliffs, and its link to all magic within the world of Athas.
- Details for creating these unique halfling characters, and rules for making and using living weapons.
- A complete adventure for existing PCs or newly created rhul-thaun characters.
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Beyond the Prism Pentad (1.26MB)
Bill Slavicsek
1995
32-page book
The relentless passage of time sweeps across the burning plains, and the world beneath the crimson sun changes in its wake...
The Dragon of Tyr is gone, his evil scattered on the scalding winds. Torrential rains fall over the Sea of Silt, spinning off deadly storms that can strike anywhere in the Tablelands with only a moment’s notice. Violent upheaval rocks the city-states of Raam, Draj, and Balic after the deaths of their sorceror-kings. A new age has dawned on Athas, but will it be an age of restoration - or of destruction?
Beyond the Prism Pentad summarizes the key events from the Prism Pentad novel series and role-playing game products and updates all DARK SUN campaigns in anticipation of the revised campaign setting,
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The Wanderer’s Chronicle: Mind Lords of the Last Sea (7.63MB)
Matt Forbeck
1996
96-page book, 32-page book, fold-out map
Beyond the Scorched Plateau, across the Burning Plains, in the shadow of the Thunder Mountains, the largest body of water beneath the crimson sun sparkles like a desert mirage. But the place is real, for I have seen it. I felt the cool spray on my skin, tasted the salt mist on my lips. It is the Last Sea, a remnant of a long-lost age hidden far to the north of Tyr....-From The Wanderer’s Journal
The Last Sea, a huge body of cool water, remains locked in time, a manisfestation of the Green Age that survives to the current Athasian era. Here, people live in safety and peace - as long as they follow the laws set forth by the ancient, immortal Mind Lords who rule over them.
Mind Lords of the Last Sea details the environs and societies living in a hidden valley hundreds of miles north of the Tyr Region. On the shores of the largest known body of water on Athas, the ancient city of Saragar rises like a temple to the Green Age, and the Triune Mind Lords hold sway over all with their powerful psionic abilities.
This accessory is the second in a series of «Wanderer’s Chronicles» that explores the new areas of Athas. It features:
- A 96-page sourcebook that details the hidden valley, the Last Sea, and all the creatures and intelligent races that inhabit the region - as well as a comprehensive look at the Mind Lords and their great city, Saragar. This sourcebook also includes new monsters, new rules, and new equipment specific to this new region.
- A 32-page adventure book that provides a ready-to-play adventure set in Saragar and around the Last Sea.
- A full-color, poster-sized map of the Last Sea region complete with plenty of exciting new locations to explore.
By the Last Sea, the danger is all in your mind...
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Defilers and Preservers: The Wizards of Athas (2.80MB)
Nicky Rea
1996
96-page book
Reviled and hunted, hated and feared, they live in secrecy, hiding who and what they are from the rest of the world. They are criminals whose crime calls for swift execution. They are outcasts, with no place to call home. They are wizards, and their crime is the practice of magic....
Beneath the crimson sun, the life of a wizard is hard and dangerous. Blamed for the conditions of the world, feared for the mysterious power they wield, and hated for crimes both real and imagined, Athasian wizards walk in the shadows of civilization and in the barren wastes of the wilderness. For to reveal their nature is to admit their crime - and risk their very lives.
Defilers and Preservers: The Wizards of Athas details the two paths of magic in the DARK SUN campaign and the strange way magic works there. It demonstrates how Athasian wizards power their magic and describes both types of wizards - defilers and preservers.
Defilers leech energy from the land, stealing life away with every spell they cast and leaving only dead ash behind. Preservers also gather energy from the land, but they take only what they need and work to keep the world healthy and alive. These two mortal enemies stand locked in a never-ending battle - with the survival of Athas at stake.
This accessory presents everything needed to create and play prserver and defiler wizards. It features:
- A discussion on Athasian magic - how it works, who can use it and what it can do.
- New rules for Athasian wizards.
- New proficiencies and plenty of wizard character kits.
- Rules for the advanced beings - dragons and avangions.
- Information on three new types of defilers and preservers - ceruleans, necromancers, and shadow wizards.
- Details on the mysterious planes known as the Black and the Gray.
Which path of magic will you choose?
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Psionic Artifacts of Athas (5.76MB)
Kevin Melka and Bruce Nesmith
1996
128-page perfect-bound book
’Life-shapes are the wondrous tools of out ancient past. They are our heritage, our birthright. Cast off the dead. Use not the unliving tool. Out ancient glory can only be restored by embracing life, not death.’
We are all that is left. We hold in our hands the fate of our people. The Rhul-thaun are the true fruit of the rhulisti tree. The life-shapes are what set us above the other races. Only we still know the secrets of life and how to shape it. Heed not the temptations of the powers of the mind, for they are amathema. Spurn the lesser races, for they are not of the true blood. Believe in the life-shapers, for only they can deliver you to the glory that is our birthright.’
Loi Far-oneth, Rhul-thaun of the Jagged Cliffs
Incredible artifacts lie beneath the surface of the shifting sands of Athas, bringing great power to those strong enough to wield them. Power enough to overthrow a sorceror-king, Power with a price....
This 128-page accessory features:
- Dozens of artifacts from the Prism Pentad series of novels, detailed here for the first time.
- Mysterious life-shaped items - living items from the Blue Age of Athas.
- Dozens of new magical items unique to Athas.
- Random power tables for creating your own DARK SUN artifacts or customizing the ones in this book.
- Expanded and revised DARK SUN magical item tables.
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