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Male Half-Giant Fighter Cost: 4 11th Level PSPs: 40 Lawful/Neutral/Chaotic Good Str 21 Int 12 Dex 14 Wis 10 Con 17 Cha 8 Reaction Adjustments: Surprise 0, NPCs 0 #AT: 3/2 (2/1 with two-handed sword) THAC0: 1 0 Fighter Abilities: Operate heavy war machinery, supervise construction of defenses, command up to 900 troops, construct heavy war machines Half-Giant Abilities: Hit Dice are doubled, equipment and clothing costs twice as much as normal, alignment varies daily Saving Throws: 8 with obsidian-tipped javelins 8 with stone-headed mace 7 with bone-studded gauntlet 5 with iron two-handed sword Damage: Obsidian-tipped javelins 1d6+8/1d6+8 Stone-headed mace 1d6+9/1d6+8 Iron two-handed sword 1d10+11/3d6+11 Bone-studded gauntlet 1d3+8/1d3+8 DM RSW PP BW SP 7 3 8 8 10 Weapon Proficiencies: Javelin (1 slot unused), mace, short sword, spear Weapon Specialization: Two-handed sword Nonweapon Proficiencies: Animal Lore, Armor Optimization, Gaming, Heat Protection, Stonemasonry, Water Find, Weapon Improvisation Languages: Common, elvish Note: May fight with two-handed sword in one hand due to large size; suffers damage as size L Armor Class: 10 unarmored 3 in hide armor with shield +2 Hit Points: 138 Wild Talent: Catfall Power Score: Dex -2 Equipment: Braxat hide armor, shield +2, iron two-handed sword, bone-studded gauntlet, three obsidian-tipped javelins, bone short sword, stone-headed mace, fire kit, leather backpack (to size), 50-foot hemp rope, bone map case, tent (to size), five 2- gallon waterskins, two flasks oil, six torches Magic: Fruit of diminution, fruit of health Money: 35 sp, 255 cp; copper armband worth 45 sp; emeralds worth 40 sp, 30 sp, 30 sp; cats eye agate worth 10 sp Background Throughout your life, you have struggled to find yourself and discover your fate. Born near the Ringing Mountains, you have wandered over most of the Tyr region, selling your sword to one person or another. In every case, you found that you eventually had to move on. One day your wanderings brought you to the ancient city of Tyr, then under the rule of the corrupt King Kalak. You enlisted in his service as a soldier-guard. While you served well and faithfully in Kalaks guard, your sense of mercy and fair play was a constant hindrance to you. In the riots following Kalaks death, you found that it was not in your heart to slaughter the panicking citizens as they tried to escape the arena. You held your hand back that day, and doubtless saved dozens of lives. In the weeks following Kalaks death, you found yourself a member of a much-despised group: the former servants of the king. You were even thinking about leaving Tyr when news came of the approach of Uriks army. Suddenly, you had a purpose again-the defense of your city. You fell in with your current companions as you mustered the free armies of Tyr, and in the ensuing campaign your strength and skill proved to be invaluable. For once, you knew that what you were doing was right and just. You have had several subsequent adventures with your companions of the war against Urik. You saved the life of the avangion Korgunard, the noblest creature you have ever seen. You also saved Tyr from a conspiracy of discontented nobles. There is a lot to be said for the noble concepts of freedom and liberty, and you will go to any lengths to defend them now. and © 1993 TSR, Inc. All Rights Reserved.
Thri-Kreen Gladiator Wild Talent: All-Round Vision 11th Level Power Score: Wis -3 Lawful Neutral Cost: 6 initial, 4 per round Str 15 Dex 19 Wis 13 Con 17 Cha 15 Reaction Adjustments: Surprise +3, NPCs +3 #AT: 1 bite and 3/2 weapon or 1 bite and 2/1 specialized weapon or 1 bite and 4 claws or 3/2 with light crossbow or 2/1 with chatkcha THAC0: 1 0 11 with obsidian gythka 10 with natural attacks 10 with steel dagger (7 thrown) 7 with light crossbow (5 point blank) 7 with chatkcha Damage: Obsidian gythka 2d4+1/1d10+1 Bite 1d4+1 and paralyzation Claws 1d4 each Steel dagger 1d4+2/1d3+2 Bone-tipped quarrels 1d4-1/1d4-1 Steel quarrels 1d4/1d4 Chatkcha 1d6+4/1d4+3 Armor Class: 1 (modified for Dexterity) Hit Points: 83 Gladiator Abilities: +/-4 chart bonus in punching or wrestling attacks, proficient in all weapons Thri-Kreen Abilities: Leap forward 50 feet or up 20 feet; dodge normal missiles on roll of 3 or better (d20); bite paralyzes size S prey for 2-20 rounds, size M prey for 2-16 rounds, size L prey for 1-8 rounds, size H prey for 1 round Saving Throws: DM RSW PP BW SP 7 9 8 8 10 Weapon Proficiencies: All (1 slot unused) Weapon Specializations: Chatkcha, gythka, light crossbow Nonweapon Proficiencies: Animal Lore, Direction Sense, Navigation, Survival (stony barrens, scrub plains), Tracking Languages: Thri-kreen, common, elvish Equipment: Obsidian gythka, 3 chatkcha, light crossbow, 6 steel quarrels +2, 6 steel quarrels, 10 bone-tipped quarrels, steel dagger, pack, firebow, one weeks dry rations, one 1-gallon waterskin, ball of twine, 40-foot giant hair rope Magic: Fruit of healing, fruit of levitation, bag of holding, fruit of acid resistance Money: 28 sp, 112 cp, pouch with one ruby worth 75 sp, two matched amethysts worth 40 sp each, silver bracelet worth 30 sp Background It seems like a lifetime since your pack was destroyed by human marauders in the wastes of the Tablelands. The wild and free existence you had been born to came to a tragic end beneath the powerful psionic attacks of the humans, and only you and a few others survived. Terribly lonely, you found yourself wandering the wilds of Athas, and eventually you arrived at the city of Tyr. In Tyr, the citys templars decided you would make a good slave, and soon you were laboring on King Kalaks ziggurat. In the hellish conditions of the slave pens, you found that not all humans were like the animals that had destroyed your family. In fact, you soon found yourself with a new clutch to protect. You and your companions survived the riots following Kalaks death and helped defend the city against the armies of Urik. While the defense of Tyrs freedom is a good goal, you know that you have had a hand in far more significant events. You and your clutchmates saved the life of the avangion Korgunard, spiriting him out of the city of Urik when he was wounded by a templar attack. The wild thri-kreen of the wilderness call Korgunard the Great One; you know that he is the sole chance of survival for the dying world of Athas. As a thri-kreen hunter and warrior, you find that the distinctions of human society are sometimes complex and confusing. Once you harbored an abiding hatred for all humans and their works, but now you realize that nothing is either wholly good or entirely evil. Your companions are fine examples of mammals that seem almost tolerable-and they have introduced you to other humans that are almost as sensible as they are. The mul Rikus, for example, is a hunter and a warrior to be admired. He is your patron in the Council of Tyr, and you have proven yourself valuable to him a number of times. and © 1993 TSR, Inc. All Rights Reserved.
Male Human Bard Thieving Percentages: 13th Level PP OL FRT MS HS HN CW RL Neutral Evil 70 45 30 65 65 35 80 20 Str 12 Int 15 Poisons Known: Dex 18 Wis 10 B (Injected, onset 2-12 min, 20/1-3) Con 11 Cha 17 C (Injected, onset 2-5 min, 25/2-8) Reaction Adjustments: Surprise +2, NPCs +6 E (Injected, onset immediate, Death/201 G (Ingested, onset 2-12 hours, 20/10) #AT: 1 or 2 (weapon in each hand) H (Ingested, onset 1-4 hours, 20/l0) THAC0: 1 4 I (Ingested, onset 2-12 min, 30/15) 16 with obsidian short sword K (Contact, onset 2-8 min, 5/0) 15 with bone wrist razors L (Contact, onset 2-8 min, 20/10) 12 with bone dagger +3 N (Contact, onset 1 min, Death/25) 12 with sling Saving Throws: Note: dagger or wrist razors can be used as a second weapon for D M RSW PP BW an additional attack at -2 SP Damage: Obsidian short sword 1d6-1/1d8-1 10 8 3 13 3 Bone wrist razors 1d6-1/1d4-1 Weapon Proficiencies: Dagger, sling, short sword, wrist razor Bone dagger +3 1d4+2/1d3+2 Nonweapon Proficiencies: Appraisal, Disguise, Etiquette, HerLead sling bullets 1d4+1/1d6+1 aldry, Local History, Reading Lips, Read/Write Common, VenSling stones 1d4/1d4 triloquism Armor Class: 6 unarmored (modified for Dexterity) Languages: Common, elvish, halfling 3 in leather armor /- 1 (modified for Dexterity) Equipment: Leather armor +1, obsidian short sword, bone dagHit Points: 48 ger +3, bone wrist razors (each hand), sling, pouch with 15 lead bullets and 20 stones thieves tools, 80-foot ball of twine, bone Wild Talent: Time/Space Anchor Power Score: Int hook, five glass vials, various herbs (for poisons), one 1-gallon Cost: 5/1 per round waterskin, riding kank, saddle and bridle, saddlebags PSPs: 57 Magic: Ring of fire resistance, fruit of healing, boots of levitation Money: 8 gp, 78 sp, 142 cp, jade ring worth 10 sp, gold chain Bard Abilities: Influence reactions, +/-4 die modifier; inspire worth 25 sp, silver seal (of templar of Balic) worth 30 sp, diaallies, +1 THAC0, +1 on saving throws, or +2 on morale monds worth 45 sp and 35 sp, ruby worth 85 sp checks; identify magical item, 65% chance Background For as long as you can remember, your talents and skills have never been appreciated. As a freeman of the city of Balic, you were persecuted by the templars of the Dictator Andropinis. Misery and pain have been your lot since you were driven out of your home city and exiled to Tyr. And did they appreciate you in Tyr? No, they threw you in their cursed slave pens with all manner of wretched criminals! Only by wit and skill did you survive the horrid weeks of lab or on Kalaks ziggurat and the riots that followed the kings death. The sorcerer-king and his templars got exactly what they deserved, as far as youre concerned. On the bright side, Tyr has become a land of opportunity for someone with intelligence and a willingness to put the end before the means. You have made yourself valuable to the leaders of Tyr, and while they would probably find your methods unacceptable, they never complain about the results. You were instrumental in coercing various factions to support the war effort against Urik, and later you were able to unmask a plot of the lady Mingon Asticles and the Forest Queen of Gulg. No one is better than you at finding out hidden secrets and then using them against their keepers. You still do not know what to make of your companions. All of them are far more squeamish than you are, and you can think of several occasions where they lacked the courage to use the most efficient methods to solve a problem. Then again, they have been capable of selfless acts of courage that have saved your life more than once. They must have had some other motivation, or maybe theyre holding out for favors from you. No one does anything for free in this world. Your patron in the Council of Tyr is none other than King Tithian himself. Tithian seems to be very sensible on the matter of ends and means, and it is obvious that when everything settles down, hell be in charge. By casting your lot with him, you know youll finally be appreciated. and © 1993 TSR, Inc. All Rights Reserved.
Male Dwarf Fighter/Cleric Major access to the sphere of Earth 9th Level/ 10th Level Minor access to the sphere of the Cosmos Neutral Good Cleric of Earth Abilities: Turn undead, ignore presence of earth Str 13 Int 13 for 10 rounds per day, gate 4 cubic feet of stone/earth once per Dex 10 Wis 17 day Con 21 Cha 12 Fighter Abilities: Operate heavy war machinery, supervise construction of defenses, command up to 900 troops, construct Reaction Adjustments: Surprise nil, NPCs nil heavy war machines #AT: 3/2 Dwarf Abilities: Infravision to 60 feet, focus, regenerate 1 hp per THAC0: 1 2 five turns due to exceptional Constitution, +1 on saving throws 12 with sling or +10% to performing any task directly related to focus 11 with stone-headed mace 9 with steel impaler Damage: Lead sling bullets 1d4+1/1d6+1 Sling stones 1d4/1d4 Stone-headed mace 1d6+7/1d6+6 Steel impaler 1d8+7/1d8+7 Armor Class: 8 unarmored (modified by ring) 3 in hide armor and shield (modified by ring) Hit Points: 106 Wild Talent: Control Sound Power Score: Int -5 Cost: 5 initial, 2 per round Range: 100 yards PSPs: 49 Cleric of Earth Spells: Six Ist-level spells Six 2nd-level spells Four 3rd-level spells Three 4th-level spells Two 5th-level spells Saving Throws: DM RSW P P B W S P 6 10 9 9 11 +3 magical attack adjustment for Wisdom +6 on saving throws vs. poison or magic Weapon Proficiencies: Dagger, hand axe, impaler, light crossbow, long sword, mace, sling Nonweapon Proficiencies: Ancient History, Armor Optimization, Endurance, Fire Building, Heat Protection, Read/Write Common, Stonemasonry Languages: Common, giant Equipment: Steel impaler, stone-headed mace, obsidian dagger, sling, pouch with 20 stones and 12 lead bullets, mekillot hide armor, shield, belt pouch, chalk, ball of twine, flask of oil, oil lamp, tinder kit, 50 foot giant hair rope, two l-gallon waterskins, riding bank, saddle and bridle Magic: Ring of protection +2, fruit of gaseous form, fruit of healing Money: 28 sp, 85 cp, obsidian necklace worth 10 sp, iron bracer worth 12 sp, two diamonds worth 45 sp each, emerald worth 85 sp Background The rattle of chains and the sounds of battle heralded the end of your freedom as a child. The raiders were not desperate savages of the wastes; they were the soldiers of House M Ke of Raam, and their defilers and half-giants soon overcame even the fierce defenders of your home village. Dragged back to the city of Ream in chains, you and the survivors of your village were sold as slaves. For years you trained as a house guard to the merchant house of Zanekath. Harsh discipline was your lot from dawn to dusk. Those of your fellows who showed the least flagging in determination or loyalty were sent to the salt mines. You endured and grew strong. You also discovered that you had a natural affinity for the earth. A wise old slave tutored you in the ways of the elements, and you learned to revere them and to use their power for good. When the elder died, you decided that you could no longer be content as a slave warrior. You refused to serve any longer and were sold to quarry stone in the ancient city-state of Tyr. Shortly after you arrived in Tyr, you were confiscated by King Kalaks templars and sent to work on the kings ziggurat. The conditions in the pens were awful, but you endured. When the slave revolt broke on Tyr like a storm, you did not hesitate to strike hard and heavy blows for freedom. Later, when the army of Urik marched on Tyr, you did not shy away from defending your new-found freedom. Tyr is your home now, and you hope to someday cleanse the Tyr region of the evil blots of slavery and defiling magic. Tyr must be defended, and it must grow strong enough to strike the shackles from the slaves of all the Seven Cities. This is your purpose in life. and © 1993 TSR, Inc. All Rights Reserved.
Female Half-Elf Fighter/Preserver 9th Level/ 10th Level Chaotic Good Str 17 Int 15 Dex 17 Wis 12 Con 16 Cha 15 Reaction Adjustments: Surprise +2, NPCs +3 #AT: 3/2 THAC0: 1 2 13 with stone club 12 with bone dagger (10 thrown) 10 with bone-tipped javelin 10 with steel bastard sword +1 10 with short bow Damage: Bone-tipped javelin 1d6/1d6 Stone club 1d6/1d3 Bone dagger 1d4-1/1d3-1 Bastardsword +1 (1 hand) 1d8+2/1d12+2 Bastard sword +1 (2 hand) 2d4+2/2d8+2 Bone-tipped arrows 1d6-1/1d6-1 Armor Class: 7 (modified for Dexterity) 2 with bracers (modified for Dexterity) Hit Points: 63 Wild Talent: Hear Light Power Score: Wis -3 Cost: 6/3 per round PSPs: 50 Preserver Spells: Four 1st-level spells Four 2nd-level spells Three 3rd-level spells Two 4th-level spells Two 5th-level spells Fighter Abilities: Operate heavy war machinery, supervise construction of defenses, command up to 900 troops, construct heavy war machines Half-Elf Abilities: Infravision to 60 feet, survival, befriend one animal companion Saving Throws: D M RSW PP BW SP 8 9 9 3 10 Weapon Proficiencies: Bastard sword, club, dagger, javelin, short bow (2 slots unused) Nonweapon Proficiencies: Ancient History, Animal Lore, Armor Optimization, Heat Protection, Psionic Detection, Read/ Wrote Common, Running, Somatic Concealment, Survival (stony barrens, mountains) Languages: Common, giant, halfling Equipment: Steel bastard sword +1, short bow, quiver with 20 bone-tipped arrows, stone club, bone javelin, bone dagger, backpack, bone map case (spell book), bottle of ink, papyrus, quills, three l-gallon waterskins, one week of dried rations, riding bank, saddle and bridle, saddlebags Magic: Bracers of defense AC 5, wand of illumination, fruit of sweet water Spell Book 1st Level: Change Self, Color Spray, Detect Magic, Enlarge, Feather Fall, Identify, Magic Missile, Phantasmal Force, Read Magic, Shocking Grasp, Spider Climb, Unseen Servant 2nd Level: Blur, ESP, Invisibility, Knock, Levitate, Mrrror Image, Scare, Summon Swarm, Wizard Lock 3rd Level: Dispel Magic, Haste, Fly, Lightning Bolt, Spectral Force, Suggestion, Wraithform 4th Level: Confusion, Fear, Fire Shield, Ice Storm, Solid Fog, Vacancy, Wall of Fire 5th Level: Advanced Illusion, Chaos, Hold Monster, Passwall, Wall of Force Money: 85 sp, 145 cp, obsidian amulet worth 25 sp, gold earrings worth 10 sp, turquoise gem worth 15 sp, two diamonds worth 35 sp each Background Life as a half-elf has never been kind. Throughout your childhood you endured prejudice and hatred in the small village of your birth. It was the scorn of the villages children that drove you to the house of Thangros, a preserver. Kind and humble, Thangros taught you much about magic before he was stoned to death by the villagers he lived among and protected. You narrowly escaped his fate and fled your home to seek your fortune in the ancient city of Tyr. The great city proved little kinder than your home village, and you were soon enslaved by the evil templars of King Kalak. You were put to work on Kalaks riggurat, but in your adversity you found stout companions and friends for the first time in your life. When Kalak was killed, you played a key role in the riots and rebellion that followed. It was a bloody battle, but freedom came to Tyr. Since that day, you have worked to preserve the citys hard-won liberty. You and your companions helped to defeat an army sent by King Hamanu of Urik. You also helped rescue the great preserver Korgunard from Hamanus templars and participated in the ceremony that transfigured him into an avangron. Your adventures have taken you far from your village home, and in Tyr you know that you are respected for the person you are. and © 1993 TSR, Inc. All Rights Reserved.
Female Human Psionicist 11th Level Lawful Neutral Str 17 Int 19 Dex 19 Wis 15 Con 13 Cha 18 Reaction Adjustments: Surprise +3, NPCs +7 #AT: 1 THAC0: 1 5 16 with stone club 15 with bone spear (11 thrown) 15 with bone dagger (11 thrown) 13 with iron short sword +1 Damage: Stone club 1d6/1d3 Bone spear 1d6/1d8 Bone dagger 1d4/1d3 Iron short sword +1 1d6+2/1d8+2 Armor Class: 6 unarmored (modified for Dexterity) 0 in hide armor (modified for Dexterity and cloak) Hit Points: 37 Primary Discipline: Psychokinesis Secondary Disciplines: Psychometabolic, Psychoportive, Telepathy Sciences: Disintegrate (Wis -4, IC 40, R 50 yds) Domination (Wis -4, IC contact, MC varies, R 30 yds) Metamorphosis (Con -6, IC 21, MC 1/turn, R 0) Mindlink (Wis -5, IC contact, MC 8/rd, R unlimited) Project Force (Con -2, IC 10, R 200 yds) Telekinesis (Wis -3, IC 3+, MC1+/rd, R 30 yds) Devotions: Adrenalin Control (Con -3, IC 8, MC 4/rd, R 0) Animate Shadow (Wis -3, IC 7, MC 3/rd, R 40 yds) Ballistic Attack (Con -2, IC 5, R 30 yds) Body Equilibrium (Con -3, IC 2, MC 2/rd, R 0) Background Cell Adjustment (Con -3, IC 5, MC varies, R touch) Conceal Thoughts (Wis, IC 5, MC 3/r-d, R 0) Contact (Wis, IC varies, MC 1/rd, R special) Control Light (Int, IC 12, MC 4/rd, R 25 yds) Create Sound (Int -7, IC 8, MC 3/rd, R 100 yds) Dimension Door (Con -1, IC 4, MC 2/rd, R special) Id Insinuation (Wis -4, IC 5, R 60/120/180 yds) Inertial Barrier (Con -3, IC 7, MC 5/rd, R 0) Levitation (Wis -3, IC 12, MC 2/rd, R 0) Molecular Agitation (Wis, IC 7, MC G/rd, R 40 yds) Psychic Crush (Wis -4, IC 7, R 50 yds) Soften (Int, IC 4, MC 3/rd, R 30 yds) Defense Modes: Intellect Fortress (Wis -3, IC 4); Mental Barrier (Wis -2, IC 3); Mind Blank (Wis -7, IC 0); Thought Shield (Wis -3, IC 1); Tower of Iron Will (Wis -2, IC 6) PSPs: 124 Saving Throws: DM RSW P P B W SP 11 11 8 13 12 +2 on saves vs. enchantment/charm spells Weapon Proficiencies: Club, dagger, short sword, spear Nonweapon Proficiencies: Harness Subconscious, Heat Protection, Meditative Focus, Psionic Detection, Read/Write Common, Rejuvenation, Sign Language, Survival (sandy wastes, rocky badlands) Languages: Common, gith, halfling, thri-kreen Equipment: Braxat hide armor, bone dagger, bone spear, stone club, iron short sword +1, belt pouch, ink, papyrus, 5 candles, fire kit, personal seal, quill, sealing wax, silver mirror, two 1- gallon waterskins, riding kank, saddle and bridle, saddlebags Magic: Fruit of healing, fruit of feather fall, cloak of the bat, 4 beads of force Money: 55 sp, 330 cp, topaz worth 35 sp, ruby worth 80 sp, copper bracelet worth 25 sp Since the age of 12 you have studied and practiced the demanding secrets of the Way. For many of those years you lived in the wilderness with Master Ghil. He became a father to you, replacing the ungrateful parents who abandoned you to your teachers care. Eventually your beloved master told you it was time to be tested in the world outside his safe refuge. You were sent from his door to wander the wilderness and learn from your travels in the Tyr region. Making your way to the city of Tyr, you found that you were indeed tested. The wilds of Athas were harsh and cruel, but the corrupt city of Tyr was even worse. You were enslaved and sent to work in the pits, building King Kalaks insane ziggurat. It was a struggle to survive, but you found friends and allies in adversity. Together you and your companions helped to overthrow the cruel tyrant, and later you helped to defend the citys newfound freedom from the army of King Hamanu of Urik. You are now an acknowledged master of the Way, skilled and confident. While you know that you could return to your master, you also know that the ideals of the first free city of Athas are worth defending. Tyr has become your home. Your special patron in Tyr is Senator Agis of the Asticles house. You have served with him in his efforts to rebuild Tyrs shattered society. You are also friendly with the Veiled Alliances of both Tyr and Urik. Your enemies include the Senators Turax and Vildeen Tyrthani, as well as the Forest Queen of Gulg and her retainers. and © 1993 TSR, Inc. All Rights Reserved.
Welcome to Dragons Crown! This epic adventure completes the series of DARK SUN flip-book adventures that began with Freedom and continued through Road to Urik, Arcane Shadows, and Asticlian Gambit. In this slip-case, youll find three adventure books, a map book, and a short story. The three adventure books should be used in the order listed below. When you open this box, the first thing you will want to do is pull out Book One: Out of the Valley and read the introduction to the module. Included in this folder are the following: Book One: Out of the Valley. This 96-page book contains three linked adventures that will begin the Dragons Crown saga. These adventures take the heroes to the camp of their old enemies, the Black Sand Raiders; to the fortress city of Urik; and to the mysterious Sea of Silt. Book Two: The Road of Fire. This 96-page book contains the next three adventures of the saga. The heroes will journey to the uttermost end of the Tyr region, back again to the forests of the halflings, and then onward into the trackless plains of the Hinterlands. Book Three: Dragons Crown Mountains. This 64-page book concludes the epic quest of the heroes, bringing them face to face with one of the most powerful and deadly secrets of Athas. The Map Book: For your convenience, all detail maps referred to in the adventure books have been collected in a 32-page book of maps. The Story: A DARK SUN short story has been included to help set the mood for the Dragons Crown saga Poster Maps: Two of Athass ancient fortresses, Akaracle and Dasaraches, are shown here. The Case Map: The map opposite this text is a reprint of a portion of the poster map included in the DARK SUN accessory Valley of Dust and Fire. It shows the farthest reaches of the Tyr region, to the north and east of Lake Island and Bitter Well. In Book Two, the heroes will journey to this lonely outpost of civilization.
by Richard Baker III, Lisa Smedman, Kirk Botula, and Geoff Pass & Alex Bund Hail, heroes of Tyr! Bravely you have served your adopted city since the day of King Kalaks fall. As slaves and rebels you rose from Kalaks 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 Dragons Crown adventure is the exciting climax of 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 one 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 ons Crown will provide many hours of exciting play! Mountains. The grandest and most ambitious adventure of the DARK SUN game world, Dragenjoy Dragons Crown. Dragons 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 Asticlian Gambit) are helpful, but they are not necessary to