Destiny of Kings

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Destiny of Kings
N3 TSR9163 Destiny of Kings.jpg
Code N3
Authors Stephen Bourne
First published 1986

Destiny of Kings is a 1986 adventure module for the Advanced Dungeons & Dragons fantasy role-playing game.

Plot summary[edit]

In Destiny of Kings, an assassin kills the king of Andevar, and the king's brother seizes power; a loyal retainer hires the player characters to find the missing prince, who is being held by agents of the usurper, and bring him back to assume the throne.[1] The module includes descriptions of a citadel, a castle, an abbey, and an inn.[1]

King Halfred of Dunador has died in a mysterious accident, and as the heir to the throne has disappeared, the wicked Lord Edrin intends to seize the throne. Hollend, head of the Royal Council, asks the player characters to seek out the missing Prince. The characters must contend with scheming Dukes, raiders, and corpses as they trace the Prince's pilgrimage that he took before the King died. They must uncover and rectify ignoble deeds, while bringing traitors to justice.[2]

Publication history[edit]

N3 Destiny of Kings was published by TSR in 1986, as a 32-page booklet with an outer folder.[1] The module was written by Stephen Bourne, with cover art by Keith Parkinson and interior art by James Roslof.[3] The module consists of a 32-page booklet and a fold-out cover including a color area map.[2]

Reception[edit]

Graham Staplehurst reviewed Destiny of Kings for White Dwarf #80, calling it "a well-planned adventure for a medium-sized, low-level AD&D party”.[2] He considered the adventure particularly appropriate for an inexperienced or novice party, as very experienced players "may find it a little sparse on the intrigue and cloak-and-dagger side".[2] Staplehurst found a few bugs in the text, although he felt the module was very well introduced, with useful aids such as a glossary of names and places, and a synopsis of the plot. He felt that the random encounters were overpowered, and noted a walls town of "ludicrous design, containing a jousting field just 130' long".[2] He concluded the review by describing the module as "Overall, a well-thought out adventure that shouldn't be too hard to slot into an existing campaign, and would make a very good introduction for new players."[2]

References[edit]

  1. ^ a b c Schick, Lawrence (1991). Heroic Worlds: A History and Guide to Role-Playing Games. Prometheus Books. p. 108. ISBN 0-87975-653-5. 
  2. ^ a b c d e f Staplehurst, Graham (August 1986). "Open Box". White Dwarf (Games Workshop) (80): 2–4. 
  3. ^ Bourne, Stephen. Destiny of Kings (TSR, 1986)