TSR 2430 Forest Maker.pdf

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Forest Maker
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Forest Maker
A DARK SUN® Campaign Adventure
DMs Book
Table of Contents
Starting the Adventure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Part One: Tall Tales of Tall Trees . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Part Two: Pilgrimage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Part Three: Rafernard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Credits
Design: John J. Terra
Editing: Michele Carter
Project Coordination: Dori Jean Watry
Graphics Coordination: Sarah Feggestad
Art Coordination: Peggy Cooper
Cover and Interior Art: Tom Baxa
Cartography: Diesel
Typesetting Nancy J. Kerkstra
Special Thank To: Bill Slavicsek,
Doug Stewart, Rich Baker,
and Dori Watry
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2430
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Forest Maker is designed for four to six player characters
of levels 11 through 13, though as many as eight charac-
ters may play the adventure with little harm to play bal-
ance. Something strange is going on in the Alluvial Sand
Wastes; rumors speak of the existence of a new forest and
someone who has the power to create new life. If the
rumors are true, it could mean salvation for Athas.
Adventure Overview
Part One of the adventure begins with hooks to bring the
player characters to the city of Tyr, and alerts them to
rumors about some odd goings on in the Tyr area as well
as in the Alluvial Wastes.
Once in Tyr proper, the PCs have the chance to rest,
recuperate, and learn more of the current gossip, news,
and rumors. During this time, the PCs come upon an
old man being beaten up by a group of toughs. Rescuing
the man gives the PCs their first solid lead about some-
thing big happening in the Great Alluvial Wastes, as
well as the hint that more information can be gained in
the trade fortress of Altaruk.
Part Two takes the PCs to Altaruk, though the jour-
ney there includes a few encounters to keep them occu-
pied along the way. These encounters include a caravan,
a strange prophet, a wandering bard, and a few monsters.
Once the party arrives at Altaruk proper, they see first-
hand how bands of what seem to be mesmerized pilgrims are
traveling to the south. Here, the party has the chance to min-
gle with the people of Altaruk and get more information.
Finally, in Part Three, the PCs travel to the ultimate site of
the pilgrimage: a magical forest in the middle of the desert,
created by what appears to be an avangion named Rafernard.
This part features the forest/garden of Rafernard as
well as the central plaza, which is a ziggurat on a flat
plane. The avangion is really the sorcerer-queen of Raam,
Abalach-Re, who is trying to metamorphize from a 21st
level to 25th level dragon, courtesy of an ancient spell.
By the conclusion of the adventure, the PCs should
have stopped the sorcerer-queen, prevented the spell
casting, and released the mesmerized pilgrims.
Materials Needed to Play. In addition to this adventure,
you must have copies of the AD&D® 2nd Edition core
rulebooks, the DARK SUN boxed set, and The Com-
plete Psionics Handbook.
The Prism Pentad novel series is also a useful tool in
getting a feel for the world of Athas. Events in this
adventure occur before those in the fifth novel, The
Cerulean Storm.
This adventure is not part of any series of DARK SUN
modules, though it is assumed to be taking place after the
events in Freedom. Forest Maker is a stand-alone adventure
though you may wish to read Freedom and the accessory
City-State of Tyr for background on the city of Tyr.
In addition, you may want to have access to Dragon
Kings and the Dune Trader supplement, as well as the
DARK SUN appendix of the MONSTROUS
COMPENDIUM®. These products provide greater
details of the creatures, features, and characters
encountered in this adventure.
Preparing For Play. Look over the pregenerated charac-
ters in the Players Book and decide if you want your
players to use them or create their own.
If using the pregenerated characters, make sure that each
player understands all the information on the character
sheet, particularly race and class abilities, and psionic powers.
Next. Consult the following sections Adventure
Overview and Adventure Background before begin-
ning with Part One.
Adventure Background
Abalach-Re, the sorcerer-queen of Raam, wishes to make
a leap from the 21st level to the 25th level of her draconic
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transformation. In order to achieve this end, she has stud-
ied ancient spells and the story of Kalak, and acquired
an artifact of great power.
In order to make the four level leap, Abalach-Re needs
50,000 gold pieces (which she has), an the life energies
of living beings that add up to at least 5,000 Hit Dice.
Abalach-Res artifact, the skull of Dorag Thel, enables
her not only to cast preserver magic, but she has warped it
to call living beings of Good alignment. Lawful Good
characters are the most prone, and a few Neutral Goods
are likewise compelled. Those of Chaotic Good align-
ment hear the call but cannot be forced to answer it.
The sorcerer-queen has used the artifact to create a
lush forest in the Sand Wastes and to populate it with
birds and small animals. Her ziggurat was built on a flat
plane in the center of the forest, and here Abalach-Res
power is concentrated. The site Abalach-Re chose con-
tains a tree of life.
Once the forest garden was grown and stocked, Abal-
ach-Re began sending out her call, which spread in grow-
ing concentric circles from her ziggurat. As the call
spread farther and farther, people began to drop what
they were doing and replace it with but one thought:
travel to the site.
One person who heard that call was Amalak Pul, a
Chaotic Good preserver wizard who is a member of the
Veiled Alliance in Urik. Due to his alignment, Amalak
heard the call but was under no obligation to obey. Still,
being the curious sort, he voluntarily made the journey,
first notifying the Alliance in Tyr.
Once Pul arrived at the forest, he was able to ascertain
Abalach-Res true nature. A terrible battle of magic
ensued, in which Abalach-Re was certain that she had
eliminated Amalak. In truth Amalak was not killed, but
the battle proved to be such a strain that he was reduced
to wandering through the Wastes, his mind shattered and
his energy drained.
While all this was happening, another wizard became
interested in the site for a different reason. Lerilyn Toar, a
defiler and sometime rival of Amalak, had heard stories
of an as yet uncharted tree of life. Since a tree of life can
become crucial to a defiler, Lerilyn made it her personal
goal to find it.
Lerilyn had been scrying Amalak Pul, and when he noti-
fied members of the Veiled Alliance in Tyr about his
planned journey, she determined to watch his journey, but
lost track of him when he reached Abalach-Res forest.
Lerilyns lackeys informed her when the shattered
Amalak wandered into Tyr. She wasted no time ordering
his capture. It is this capture attempt that the PCs stum-
ble upon when they are wandering around Tyr as the
adventure begins.
Kalak's Story
The sorcerer-king Kalak of Tyr was an ambitious ruler
whose hunger for power knew no bounds. Unwilling to
accept the staged metamorphosis toward full dragon form,
Kalak attempted to jump from 21st to 30th level by a sin-
gle destructive deed of grand magnitude. Through his
study of ancient texts, Kalak believed he could succeed.
The sorcerer-king was slain before he had the chance
to complete the spell. There is some speculation that
Kalak may not have succeeded even if permitted to com-
plete the ritual casting. With Kalak gone, the high tem-
plar Tithian is the new King of Tyr.
Running This Adventure
The Dungeon Master (DM) should remember that the
world of Athas is unlike any other campaign fantasy
world. Magic is distrusted by the common people, psion-
ics abound, metal is scarce, and water is precious. Life is
harsh on the sun-blasted plains of Athas, and people do
not welcome or trust strangers.
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