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DARK SUN ASTICLIAN GAMBIT PDF

Designed for four to six characters of 7th to 10th level, Asticlian Gambit makes A long stand alone adventure, Asticlian Gambit can also be played as the sequel to DARKSUN, DUNGEONS & DRAGONS, D&D, the DARK SUN logo, the. Asticlian Gambit is an adventure for the 2nd edition of the Advanced Dungeons & Dragons Asticlian Gambit . Dark Sun ยท Dungeons & Dragons stubs. Advanced Dungeons & Dragons DSQ3 Dark Sun Asticlian Gambit is an Adventure for 4 to 6 high level characters. The Palace of the Forest Queen contains.

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That does not seem familiar at all. I just do not think I have this one.

Guess it is really nothing to miss. I was digging through my storage boxes today and came across the dark sun box.

Dark sun : Asticlian Gambit (Book, ) []

I had this plus the other you reviewed with the addition of Black Flames and Dragon Crown. I’ve just put up Dragon’s Crown. I have the ones that you’re missing and will review them in due course stay tuned! Hey — Basically, I no longer run it in its original form – ever. I take elements from it as needed such as the Red Moon Hunt happening in the background, or the dungeons as a location, or even the necklace as a treasure item.

I also use the post-hypnotic suggestion on one NPC to have them act as an agent of another power once in a while. I tell the PC in advance that they will be roleplaying this. The others in the group don’t notice at first, but something usually aun up that makes them question the other PC’s action — that usually leads to quality roleplaying if nothing else. Tuesday, March snu, Dark Sun Reviews: Assuming that the PCs finished Arcane Shadowsthen this adventure picks up from that point.

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Dark sun : Asticlian Gambit

Beyond that, however, it goes downhill. Fundamentally, its a plotline without too much reasoning and lacking in the motivation department for the PCs.

Take the opening for example. If the PCs are in Tyr, then they’re given an assignment to guard a trade caravan. If they’re not, then they’re in the open desert and witness an attack on a trade caravan. Being the good guys the PCs are assumed to either a happily take on the job with no questions asked; or b jump in to the melee they’re witnessing without a thought for their own safety to protect the trade caravan that they’ve no vested interest in.

Hence, right from the start, this adventure lacks a certain amount of motivation. Regardless, the bunch of marauders attacks them for either guarding the caravan, or being bystanders.

The Burnt World of Athas – Asticlian Gambit

In every scenario, the head of the marauders will ALWAYS survive sigh as he will help them in the Hunt a little later and is a member of the Asticles clan for which the adventure is tenuously named. After having a necklace given to them, they’re tasked with taking it to the city-state of Gulg. Sadly, it gets worse. I refer the honourable reader to my previous statements about why this shouldn’t happen. The clue is in the name really: And the PCs are on the wrong end of it.

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So off they run with a little head start to get away from their hunters. A short time later, they bump in to some templars of Nibenay.

And of course, they take them back to the city-state they serve. Its a running theme. Nibenay himself tasks them with getting the necklace back and destroying it. They succeed, and witness a show down between the sorcerer-monarchs of Gulg and Nibenay before Nibenay teleports them out.

The two sum are broadly: One star out of five. I’ve ran it a few times, but only as a heavily modified script. I could not bring myself to run “as is” to be honest. Posted by jabberjabber at Newer Post Older Post Home. Facebook Join us on our Facebook page warpstoneflux.