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Sample File Sample File FOREWORD Sample file Sample file FOREWORD.... .............................. 4 In which the Dunge of the two Adventures in this volume, the'means by which they might be made of the Statistics and Poster map, and other Products both required and option + ef +HC DARKNCSS INTRODUMION, . ................... .................... ........... In which the Heroes Thieves that steal more them across the Out1 afv branches of Yggdrasi ...........26 ................... 36 ........................... Sample file CHAPTER THEBOTTOM OF THE MULTWXRSE... ............... 58 In which the Heroes journey to the Cold Land, explore a peculiar and hidden Fottress of things undead, and stumble across a dark Prisoner with much to share - if only he could Remember. INTERLUDE11 . ......................................... ................70 geon Master~learnshow the Villain himselfcame to CHAFER VI: VAULT OF THE DROW ........... .72 In which the Heroes see cargo s yss to Oerth,fnd the Vault of the dark elves tom apart by civil War, and try to gain the confidence of a Drow who alone knows a terrible Truth. CHAPTER w: TIE RUINSOF PELION. ........................................................ 88 In which the Heroes seek passage to the dusty deserts of Arborea, relive a harrowing Adventure from the plane's distant past, and learn the nature of powerful Magic stolen long ago by the Villain. ~~~EE....................................................................... In which the Dungeon Master learns how the Villainfinallyfound the object of his long Quest. CHAPTER WII: DEEPESTPANOEMONIUM . ................. In which the Heroes seek refugefrom Madness with a traveling ci ey deep within the cavm of the Howling Plane, and unearth a long-buried Artifact offrightening power. CHAPTERIX: THE DEAD-BOOKOF THE GODS.............. ................... In which the Heroes travel to the Silver Void, receive a not yet right, explor the rocky Corpse of the Villain they have long opposed, and learn, once again, that Things are seldom what tkq Seem. INTRODUCTION........................ ..................................... 126 Adventure, and valuable notes on preparing for Play. .~ ~PART0NE:INTTTALFORAYS ............................................................... 130 In which the Heroes look into the Strange matter of an old church, seek Aid at a place known as the Ubiquitous Wayfarer, and discover that certain Forces would kill to ensure that their Secrets remain dark. PARTTHREE: MYSTERES OF THE STONES................................................. In which the Heroes confront the secret Villain of the story, journey through the fading Remembrances of a god, and restore afragileSample Peace to Sigil file - the only kind it can ever truly APPEND1 X VISAGE........ .......................................... Characters, Foes, and Monsters encountered in the two adventures in this Volume. PL4YEi ILLUSTRATIONS. .. ............... ....................... s presented with a stalwart Characters. First things first, berk: Anyone who plans on playing in the adventures in Dead Gods should sto reading now. This book is meant for the Dungeon Master’s eyes only. Page-flipping players’ only spoil their own fun. Now then: Dead Gods contains two separate adventures. The firs one’s called “Out of the Darkness,” and it takes up the major portion o this book (pages 5 through 124). The adventure consists of an introduc F9Ita tion, nine chapters, and three interludes. It‘s the kind of epic quest tha RD true heroes dream of - though they’ll have to step carefully to preve W@that dream from turning into a nightmare. The second adventure in Dead Gods is called ”Into the Light.” Though it‘s shorter than first ride - occupying pages 125 through 156 - it’s still a full-length scenario, showing just can happen in Sigil when stubborn politics collides with arcane faith. “Into the Light” consist an introduction and three parts. A, sharp blood11 notice that the story secti “Out of the Darkness” are called ch and the story sections of “In up. Having two di ferent chunks of book both titled “Chapter I would be a bit confusing. With chapters and parts, the DM always knows which section fits with which ride. That‘s important, because although the two adventures stand on their own, they can also linked together. “Out of the Darkness” and “Into the Light” feature different characters, location and storylines, but they bothrevolve around the same basic theme: the death and resurrectio gods. By weaving the two plots together, the DM gives the players a periodic change of pace tone and allows each adventure to echo the primary theme of Dead Gods. Sure, it’s more work, but it‘s also a more rewarding experience, both for the DM and the players. The flowchart on the inside back cover of the book offers a recommended method for li ing the chapters and parts of the two adventures, but that’s just one possible solution. The D free to read through both scenarios and decide for himself how best to make the pieces form puzzle. The IntroductionSample to each ride gives file further tips on fitting them together. Following the two adventures is an Appendix (pages 157 through 176) that includes write-up for a brand-new monster, the statistics for all major characters and creatures in the rides, and 15 full-color illustrations that depict various scenes from “Out of the Da (see that scenario’s Introduction for details on using the pictures). The Appendix doesn‘t cont statistics for every berk and barmy that shows up in the adventures, however. If a character’s only a minor role in a story, be’s likely to have nothing but an abbreviated stat line right in text, like this: Goji the Quick (Pl/6 tiefling/F4/Bleak Cabal/N). The PLANESCAPE@Campaign Setting boxed set (2600) explains how to read abbreviated st lines. That product is all that‘s required to play Dead Gods, but the DMIl find the PLANES MONSTROUSCOMPENDW Appendit (2602) and Appendix II (2613) helpful as well. Both “Out the Darkness” and “Into the Light” contain further suggestions for products that provide mo detail about planar locations important to the adventures. Dead Gods is full of maps, but it also includes a poster sheet detailing important areas i adventures. Depending on how many times the sheet is unfolded, it shows different maps. At tain points in each ride, the DMs instructed to unfold the sheet to whatever map’s needed a time. Finally, as with all PWSCAPE adventures, the italicized text printed in amber is meant to read aloud to the players. All other information is meant for the Dungeon Master alone. Sample file.
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