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My Dark Sun 4e Game Experience Updated 01/22/2013
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<blockquote data-quote="Raunalyn" data-source="post: 5519980" data-attributes="member: 72670"><p><strong>Session 3</strong></p><p></p><p>After a much needed rest that night, the group has a quick debate to determine the fate of Kiris Dahn. Do they try to maintain the city, or should they give the city over to the Veiled Alliance? The latter option seems to be the consensus, with the hope that they can receive a lucrative deal for their services.</p><p></p><p>It is late afternoon when the party emerges from their hideout and begin doing a quick sweep of the city in the hope that they can wipe out any stragglers. There, they meet a small group of freed slaves led by a one-armed Mul named Tenpug. Using weapons and equipment they had found throughout the village, the small band had decided to fortify themselves in a well defended stockade they had setup during the day. After meeting the group, Gundrek, Tor Val and Dryder proceed to convince Tenpug and his band to remain in the village and to do what they could to prevent any remaining slavers from trying to escape. Tenpug agrees that this is a reasonable idea and promises to do what he can with his small group to prevent any slavers from escaping the village. He also gives them some information about those slavers that he knows are remaining in the village. He knows that one of the Slaver's defilers, Rort, has barricaded himself with a small retinue within the library. He also knows of a band of slavers roaming the village looking for something, but he can't specify where.</p><p> </p><p>The party moves north, searching the ruins of the inn and mansion and picking up any treasure they may have missed. They find the barracks and discover the weapons cache for the slavers, including obsidian longswords, spears and leather armor. The group agrees that this cache would benefit Tenpug's band, so they leave them alone.</p><p> </p><p>Soon they find a ruined shrine devoted to one of Athas' moons, Guthay. Within, they find a lone and frightened hermit. After calming him down, they discover that his name is Hoyt, and he is one of the original inhabitants of Kiris Dahn. He explains that what had happened to the village was his fault, and he was cursed.</p><p> </p><p>Hoyt was one of the creators of the Slaying Stone, and when the slavers first attacked the hidden village, he was the one that used it. The resulting catastrophe forced the villagers to flee the village before they, too, were destroyed. Since then, Hoyt has remain hidden in the ruins, stealing food when he could from the slavers, and killing any of the slavers who found him. When the party asks about the curse, Hoyt only says that "bad things" happen to him and those around him.</p><p> </p><p>At this point, a slaver named Triflik and his group of guards bursts into the ruins, having watched the group enter the shrine earlier. The group begins attacking the characters, but when Triflik sees Hoyt with them, he orders his guards to attack the hermit. Hoyt then screams in fear and agony and suddenly transforms to something out of a nightmare. He grows almost a foot taller, and his arms grow long and emaciated, his fingers growing razor sharp claws of obsidian.</p><p> </p><p>Dryder and Tor Val try to kill and distract Triflik while Katrie and Zanne attempt to calm Hoyt. Gundrek holds off the slavers pouring in from the northern door.</p><p> </p><p>This fight was sadly way too easy for the group. This was, partually, because I was using the old MM damage expressions as opposed to the MM3. The other part was that since I don't hide my die rolls from the players, it was almost comical when I rolled 2 misses in a row, and when I finally did hit, it was for minimal damage....twice in a row. And then, further mistakes on my part as I forget to use an ability of the minions they were fighting that allowed them to stay up until the end of their next round when they are dropped to 0 hitpoints.</p><p> </p><p>Too soon, the battle is over. Sadly, they are unable to calm Hoyt, and the party is forced to kill him when his berserker rage causes him to attack the group. As Hoyt finally falls, a rush of wind erupts from his body. The party discovers that Hoyt was the cause of the Guardian Spirit's captivity, and with his death, the spirit was now free.</p><p> </p><p>Dryder gets a nice, new shiny metal longsword for their efforts, and they all decide to move on.</p><p> </p><p>Returning to the bath-house, they learn that the spirit is now gone, and it has left a gift; a totem for Katrie.</p><p> </p><p>They move south to the Library. In there, they discover Rort and his band. Immediately, Rort orders his guards to attack.</p><p> </p><p>Luckily, the party goes before Rort can cause too much trouble. Dryder, Gundrek, Katrie and Zanne try to hold off the guards while Tor Val rushes in to take out Rort. But, it is then that Rort defiles the ground around him, summoning 3 gray oozes. Soon, Tor Val is in serious trouble. Meanwhile, Dryder is faced with trying to fend off the guards, and he takes multiple hits (level 2 minions). Soon, he is bloodied. Fortunately, Gundrek pulls him out of the worst of the danger and moves to a more advantageous position in order to stop the guards from swarming the group (I like how Gundrek is learning his character and figuring out the best place to be in situations. He did a really good job as a defender this session). He uses a Concussive Spike to knock Rort prone and force the 3 oozes away from Tor Val. Katrie summons her Toad into the room, which proceeds to eat one of the guards. Soon, the battle is over, and the group grabs several tomes so that they can return them to Treona in Nibenay.</p><p> </p><p>This combat went a bit better. It was still a little easier than I would have liked, but the cramped quarters mixed with the minion swarm was pretty effective in nickle-ing and dime-ing the party. Zanne had to use both of his Majestic Words to keep Tor Val and Dryder up, though.</p><p> </p><p>Soon, the entire town is liberated. The group returns to Tenpug and informs him of their success. He is grateful for the weapons and supplies, and he lets them know that his group was successful in preventing any of the slavers from escaping.</p><p> </p><p>This last part of the session was actually my favorite. There was a ton of role-playing involved and serious discussion and negotiation. Sadly, it was also interrupted several times by Gundrek's player losing connection multiple times, my computer getting a BSOD close to the end of the session, and wind knocking out power lines near my house.</p><p> </p><p>The group returns to Nibenay and meets up with Treona, letting her know of their success. She promises to contact her Veiled Alliance superiors and, from there, work up a deal for the village.</p><p> </p><p>A few days later, the party begins negotiating the rights to the village. Attending are Treona, Allkirk, and a new person they had not met; the leader of a small merchant house named Marius Amketch. They hammer out a deal that will leave the party quite wealthy, as well as provide the group with a few magic items every few levels for free. Marius, who is backing the Veiled Alliance in this purchase, offers the group a position in his merchant house.</p><p> </p><p>I was a bit concerned about giving the players too much, too soon. Dark Sun is notorious for having fewer resources, but the party was adamant about not wanting favors or services on credit; they wanted something substantial up front. They were threatening to bring their offer to other merchant houses, and for the sake of future adventures and campaign direction, I gave in a little. I was a bit worried about balance, so I decided to give them a promise of magic items every few levels, and a monthly monetary allowance. By the time the group reaches paragon level, they will have received the full monetary allotment for the village. Also, this helps me with parcel deployment in future adventures; they won't be getting as many magic items from parcels.</p><p> </p><p>Favorite Quote:</p><p>"You guys are all cool in my book, but you, sir, take us for idiots." - Dryder to Allkirk as they negotiate their price.</p><p> </p><p>Next session: The Merchant House of Amketch.</p></blockquote><p></p>
[QUOTE="Raunalyn, post: 5519980, member: 72670"] [b]Session 3[/b] After a much needed rest that night, the group has a quick debate to determine the fate of Kiris Dahn. Do they try to maintain the city, or should they give the city over to the Veiled Alliance? The latter option seems to be the consensus, with the hope that they can receive a lucrative deal for their services. It is late afternoon when the party emerges from their hideout and begin doing a quick sweep of the city in the hope that they can wipe out any stragglers. There, they meet a small group of freed slaves led by a one-armed Mul named Tenpug. Using weapons and equipment they had found throughout the village, the small band had decided to fortify themselves in a well defended stockade they had setup during the day. After meeting the group, Gundrek, Tor Val and Dryder proceed to convince Tenpug and his band to remain in the village and to do what they could to prevent any remaining slavers from trying to escape. Tenpug agrees that this is a reasonable idea and promises to do what he can with his small group to prevent any slavers from escaping the village. He also gives them some information about those slavers that he knows are remaining in the village. He knows that one of the Slaver's defilers, Rort, has barricaded himself with a small retinue within the library. He also knows of a band of slavers roaming the village looking for something, but he can't specify where. The party moves north, searching the ruins of the inn and mansion and picking up any treasure they may have missed. They find the barracks and discover the weapons cache for the slavers, including obsidian longswords, spears and leather armor. The group agrees that this cache would benefit Tenpug's band, so they leave them alone. Soon they find a ruined shrine devoted to one of Athas' moons, Guthay. Within, they find a lone and frightened hermit. After calming him down, they discover that his name is Hoyt, and he is one of the original inhabitants of Kiris Dahn. He explains that what had happened to the village was his fault, and he was cursed. Hoyt was one of the creators of the Slaying Stone, and when the slavers first attacked the hidden village, he was the one that used it. The resulting catastrophe forced the villagers to flee the village before they, too, were destroyed. Since then, Hoyt has remain hidden in the ruins, stealing food when he could from the slavers, and killing any of the slavers who found him. When the party asks about the curse, Hoyt only says that "bad things" happen to him and those around him. At this point, a slaver named Triflik and his group of guards bursts into the ruins, having watched the group enter the shrine earlier. The group begins attacking the characters, but when Triflik sees Hoyt with them, he orders his guards to attack the hermit. Hoyt then screams in fear and agony and suddenly transforms to something out of a nightmare. He grows almost a foot taller, and his arms grow long and emaciated, his fingers growing razor sharp claws of obsidian. Dryder and Tor Val try to kill and distract Triflik while Katrie and Zanne attempt to calm Hoyt. Gundrek holds off the slavers pouring in from the northern door. This fight was sadly way too easy for the group. This was, partually, because I was using the old MM damage expressions as opposed to the MM3. The other part was that since I don't hide my die rolls from the players, it was almost comical when I rolled 2 misses in a row, and when I finally did hit, it was for minimal damage....twice in a row. And then, further mistakes on my part as I forget to use an ability of the minions they were fighting that allowed them to stay up until the end of their next round when they are dropped to 0 hitpoints. Too soon, the battle is over. Sadly, they are unable to calm Hoyt, and the party is forced to kill him when his berserker rage causes him to attack the group. As Hoyt finally falls, a rush of wind erupts from his body. The party discovers that Hoyt was the cause of the Guardian Spirit's captivity, and with his death, the spirit was now free. Dryder gets a nice, new shiny metal longsword for their efforts, and they all decide to move on. Returning to the bath-house, they learn that the spirit is now gone, and it has left a gift; a totem for Katrie. They move south to the Library. In there, they discover Rort and his band. Immediately, Rort orders his guards to attack. Luckily, the party goes before Rort can cause too much trouble. Dryder, Gundrek, Katrie and Zanne try to hold off the guards while Tor Val rushes in to take out Rort. But, it is then that Rort defiles the ground around him, summoning 3 gray oozes. Soon, Tor Val is in serious trouble. Meanwhile, Dryder is faced with trying to fend off the guards, and he takes multiple hits (level 2 minions). Soon, he is bloodied. Fortunately, Gundrek pulls him out of the worst of the danger and moves to a more advantageous position in order to stop the guards from swarming the group (I like how Gundrek is learning his character and figuring out the best place to be in situations. He did a really good job as a defender this session). He uses a Concussive Spike to knock Rort prone and force the 3 oozes away from Tor Val. Katrie summons her Toad into the room, which proceeds to eat one of the guards. Soon, the battle is over, and the group grabs several tomes so that they can return them to Treona in Nibenay. This combat went a bit better. It was still a little easier than I would have liked, but the cramped quarters mixed with the minion swarm was pretty effective in nickle-ing and dime-ing the party. Zanne had to use both of his Majestic Words to keep Tor Val and Dryder up, though. Soon, the entire town is liberated. The group returns to Tenpug and informs him of their success. He is grateful for the weapons and supplies, and he lets them know that his group was successful in preventing any of the slavers from escaping. This last part of the session was actually my favorite. There was a ton of role-playing involved and serious discussion and negotiation. Sadly, it was also interrupted several times by Gundrek's player losing connection multiple times, my computer getting a BSOD close to the end of the session, and wind knocking out power lines near my house. The group returns to Nibenay and meets up with Treona, letting her know of their success. She promises to contact her Veiled Alliance superiors and, from there, work up a deal for the village. A few days later, the party begins negotiating the rights to the village. Attending are Treona, Allkirk, and a new person they had not met; the leader of a small merchant house named Marius Amketch. They hammer out a deal that will leave the party quite wealthy, as well as provide the group with a few magic items every few levels for free. Marius, who is backing the Veiled Alliance in this purchase, offers the group a position in his merchant house. I was a bit concerned about giving the players too much, too soon. Dark Sun is notorious for having fewer resources, but the party was adamant about not wanting favors or services on credit; they wanted something substantial up front. They were threatening to bring their offer to other merchant houses, and for the sake of future adventures and campaign direction, I gave in a little. I was a bit worried about balance, so I decided to give them a promise of magic items every few levels, and a monthly monetary allowance. By the time the group reaches paragon level, they will have received the full monetary allotment for the village. Also, this helps me with parcel deployment in future adventures; they won't be getting as many magic items from parcels. Favorite Quote: "You guys are all cool in my book, but you, sir, take us for idiots." - Dryder to Allkirk as they negotiate their price. Next session: The Merchant House of Amketch. [/QUOTE]
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