3traitor. Yet there are many willing to give their lives to overthrow her and to bring justice to theirpeople. The situation inside the city is barbaric. No one is trusted, and freedom is just a dream.Outside the city, the desert is roamed by ravenous creatures of unimaginable cunning andcruelty. The once busy trade routes have fallen silent as the other cities either vanished or wereabandoned. Haarduune is cut off and stands alone against the encroaching sands. Every day couldbe her last. Hope is something only whispered about and never given more than a fleeting thoughtfor fear what little of it is left will shatter into a thousand pieces and be scattered by the scorchingdesert winds.
What You Need in Order to Play
You will need several supplies before you start playing Dreadsands. First, you will needcopies of the character record sheets located at the end of this book. I recommend making morecopies than you think you might need. I have found that it’s always handy to have a few extra lyingaround. Likewise, copies of the NPC Record Sheets will probably be convenient to have. Second,you and your friends will need a fairly large quantity of polyhedral dice. These can be picked up inhobby and game stores. I’ve also found them at teacher stores. I recommend having at least fivefour-sided, six-sided, eight-sided, ten-sided, and twelve-sided dice (d4, d6, d8, d10, and d12).Thanks to modern technology, there are many electronic dice rollers that you could use in lieu of thereal thing. Using a dice roller on your smart phone, tablet computer, or laptop could save you somehandling time as you play. This game does not require the use of maps or miniatures, but if you andyour group find props like these or others useful for inspiration during play, by all means bring themtoo! Finally, I recommend making a copy of the advancement tables for each Trade and Species thatare at the end of this book. Your fellow players may find it easier to reference them as loose sheetsrather than flip through the pages of this book during play.
Before going any further, I want to thank several people who directly and indirectlycontributed to this project. First, I want to thank the following: Andy Kitkowski, David Wendt,James Nostack, Michael O’Sullivan, Judd Karlman, Daniel Solis, Colin Federicks, Aaron Brown,and all the others at Story Games (www.story-games.com) who participated in the brainstormingproject that led to this game. I’d like to thank Ron Edwards for running his Ronnies contest in 2005and 2011. Through these contests I broke many of the design chains that held me back. Jonathan