|DSE2 -- TSR 2428|
|Author(s)||Walter Baas, Dustin Browder, Tom Prusa and Jonathan Tweet|
|Realm Year||Free Year 6|
Unknown to even the mightiest of the great Sorcerer-Kings, a fire is stirring deep beneath the barren soil of Athas. Sheltered by the titanic bulk of the Black Spine Mountains, a terrible force has ripped open the very fabric of time and space. Now a shimmering portal stands open and a long-forgotten enemy assembles its sinister forces to invade the kingdoms under the Dark Sun.
The only thing that stands in the way of this terrible fate is a band of heroes. Assembled from the four corners of this tortured world and bound together by the tangled cords of fate, they must face an enemy the likes of which they have never seen before. The odds are against them, but they dare not fail. The fate of the world is in their hands.
Black Spine is an adventure for 4 to 6 characters of 10th through 13th level. The previous flip-book modules (Black Flames, Merchant House of Amketch, and Marauders of Nibenay) precede this adventure, but they are not necessary to enjoy Black Spine.
The adventurers are assumed to be on the road from Urik to Raam as either travellers or caravan guards. A sandstorm created by Farcluun separates the party from other travelers. Farcluun pretends to be a fellow traveler and offers food and drink to the party. However, it is cursed and Farcluun forces the party to recover something from the nearby ruined city of Yaramuke.
Abalach-Re follows the party to Yaramuke and clashes with Farcluun, causing them both to reveal their dragon forms and destroy part of the ruins. It is assumed the party escapes to the oasis they met Farcluun at.
A serverely weakened Farcluun tracks down the party at an oasis.