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112 pages, Hardcover
First published September 1, 1993
Your players are going to kick and scream over the possibility of being captured at the end of Part Two. Several will probably find ways to avoid getting captured. If some of your PCs escape and some don't, it sets up a very dramatic rescue mission for the free player characters, while giving the imprisoned characters a chance to learn a lot of important information. If all of your PCs manage to stay out of Shom's clutches, you'll have a harder time giving the players the clues they need to solve the mystery of the beetles.A Dark Sun adventure that doesn't just demand the PCs be captured no matter what? Sure, it suggests the GM try to get the PCs to follow the caravan, but later on there's suggestions about how to deal with PCs who just want to hightail it back to Balic and how they can figure out what's going on in that case.
If all of your PCs managed to evade capture, the best scenario for you is to convince the players that the logical next step is to follow the captured caravan wagon and look for a chance to free the Amketch personnel. After all, the beetles are still in Bezrakís possession, and Bezrak is still with the caravan. You can pick up the adventure in progress by skipping to the Pursuit encounter.