After a short break from the thread, time for the last two Dark Sun sessions back to back. But first:
Derulbaskul said:
BTW, reading your Dark Sun campaign notes really makes me want to run a game in that setting, something I have never done. I think I would need the right group of players, though; I'm not sure my normal group would cope with the harshness of the place.
The degree of harshness and general difficulty is something you can entirely control as the DM. Dark Sun does lend itself by reputation to a more difficult and gritty campaign, but you don't have to be slaughtering players left and right to get that feeling. I personally like to be slightly on the upper end of the difficulty scale, but you can enforce a gritty feeling just by being stingy on things like metal weapons and the harshness of Athas. I think one important thing with Dark Sun is to really hammer home that Athas is a terrible dying place and that there aren't a lot of places
worse than it. If you succeed at that, Dark Sun will naturally have a very gritty feeling to it because it will feel like the environment is just as spiteful as any monsters. This means you don't have to be more lethal than a normal campaign, because the feeling will be very different from your standard PoL/FR/Eberron setting.
In any event:
Dark Sun: The Builder's Cry
So this description following is actually two sessions back to back. The PCs after their victory over the ssurran shaman and his horde of merry lizards, were confronted by a new faction in the giant mess that is the caravan's adventure across Athas. The PCs run into Cha-Rik, a thri-kreen warrior who claims to be leading a group of his fellow clutch-mates against a group of "defilers" who seek a powerful artifact. After some persuasion, the thri-kreen reluctantly revealed to the party they were defending the "Risen City" from defilers and a group of elves in particular. He identified their group as the "Defenders of the Tree" (a rough translation from his Thri-Kreen clicks anyway). The same group of elves that had already requested the PCs help in raiding a certain inix some time ago.
Cha-Rik told the party the elves were merciless and murdered anyone in the wastes who got in their way, particularly to steal whatever magic they could. He claimed the elves were using this magic to try and break into a tomb hidden beneath the city of rising sand to the south (the place the caravan is going, incidentally). Within this tomb he claimed that a powerful artifact lay hidden: A seed of a primordial tree of life. This tree is capable of fueling magical spells and its seeds could one day make Athas green again. Cha-Rik told the party he feared Variya (the elven leader) had awful plans for this seed should she... or other defilers in particular, manage to obtain the artifact.
The party discussed this amongst themselves for a while, inevitably deciding to aid the thri-kreen. Particularly because the PCs thought the elves were total assess to them the first time around. The plan became a decision to basically backstab the elves by luring them out capturing the inix, then having the thri-kreen ambush the elves and help the PCs exterminate them.
So at this point I shall make a diversion to give some deeper explanation as to what is happening story and game wise. The first thing was after wandering around in the desert I wanted to remind the PCs what the whole mess was about anyway: This whole "Risen city" thing. Killing the ssurran leader revealed a mural of the city, foreshadowing what terrible events might occur on Athas should the PCs fail (dun dun dunnn) but also to tie everything into what is happening. It's important to remember as a DM over a long time - months in this case of many campaigns - it can become difficult to keep track of a games plot.
By tying in various factions and reminding the players what the actual goal is, you can bring back concepts into the game and make disparate elements feel more coherent. With the risen city being related to the thri-kreen, the elves also having something to do with it and the ssurrans clearly knowing more than they let on - it makes the encounters feel less like random stuff just for the sake of encounters but a coherent part of the plot of the game. It also helps tie in the events that have happened to the mysterious city. Plus it helps to emphasize just how damn nasty this place actually is (as the PCs shall soon discover) and how important it is.
This also gives the PCs some really important choices, even if this section of the adventure was very linear (and boy is this about to change). They can choose if they want to raid the inix in the first place, they can raid it and give it to the elves (as promised). They can raid it, use the thri-kreen to slaughter the elves and then take it for themselves. Or they could give it to the elves, warn them about the thri-kreen and then backstab the thri-kreen. Or they could just let the two factions fight it out, then backstab everyone for maximum spoils! It's worth emphasizing that this is a really important choice and will have a major impact on the next adventure as well (as you shall see).
None the less the PCs made plans to steal the inix the next night, causing a ruckus in camp to grab some uniforms of a rival city state to Nibenay - Gulg. They disguised themselves as Gulgian soldiers just in case they were recognized leaving the caravan (and potentially cause some strife between the two rivals). Following the creature into the desert and tracking down the soldiers from Nibenay. They were talking to a man the party instantly recognized from the arena in Tyr!
Karras! The old broken builder rapidly recognized the party and disappeared into the sands, commanding his followers to attack! Not before the PCs heard critical information about his plans. Most notably that a sorcerer-king named "Draglu" wasn't cooperating with handing him something from the ruined city (again, tying these elements together...).
Incidentally before continuing for the benefit of my players, yes that is a retcon as I found a much better name/title. So I've changed that from within the session. Sorry about that! I won't do that too much, I promise!
So the fight began and oh
what a doozy this one was. The combat started with the PCs rolling a bit poorly on initiative and the creatures wading into combat swinging straight up. One of the Mul gladiator slaves bounded into Zephan and gave him a solid whack - before being critically hit in return and almost killed in one brutal counter attack!
The inix there is a big sack of level 9 hit points, but he didn't have to be killed in this combat (only the others killed and the inix bloodied at minimum). He does present quite a threat with his tail slap and an impressive bite. The woman on the left is set, a broken builder defiler built like an elite. Unlike a standard elite, she had no guaranteed double attack standard action, instead having an AP generating system. This worked better than expected, to say the least
A broken builder cultist got stuck into the party as well, dealing a fair chunk of damage to the battlemind and sending her bloodied (the HP state bar there is a bit wonky, just look for all the red). This is actually still the first round of the combat and we've got blood everywhere!
The next round reminded Initiate as to why you should fear and loathe broken builders: Their ability to run out from burst and blast attacks. Noting that the Muls lacked this protection, so only the two cultists and Set could actually do this. Changes in positioning and the critically hit Mul finally being brutally dispatched by one of the Ka-Cha's burst powers saw even more blood everywhere. The battlemind and ardent got a bit too close to one another, letting the inix pound them into the dirt with a brutal tail slam attack (sending the battlemind careering back).
Shortly after Set saw to downing the ardent and now both the defender and leader were down!
This is quite a mess now
With Alek down, desperate measures were taken and Zephan needed to use his turn (somewhat reluctantly actually) to get the ardent up. A small mistake saw that the battlemind couldn't use inspiring fortitude (spend second wind and all allies within 5 gain temp HP = surge value. Unfortunately, the way Alek healed everyone used the battleminds second wind, whoops). This had the unfortunate consequence of seeing to Alek going down again pretty quickly and effectively spending most of this combat unconscious. All the while set was racing about sending lightning bolts just about everywhere - and defiling like mad while she was at it as well. I actually think Ardent may have only been conscious a single turn this combat - it was literally that brutal!
Invariably the mess we get left with is best summed up with this:
Yeah at this point everything on the table is almost dead and the combat is balanced on a knife edge!
Ka-Cha obviously decided to have enough of this fight, as did the dice roller and he critically hit Set breaking her windpipe and sending her into oblivion. He then ran over and finished off the final cultist, leaving the inix alone and bloodied. The confused animal - it's masters now dead and broken around it stood back and took a defensive posture. The party realized the combat was over and a very brutal fight was over!
A very hard fought victory, but the PCs the worthy survivors. Just!
Now while I thought that went pretty much as I imagined it, my PCs weren't actually that happy for a few reasons. The first was it was a bit of an ambush EL wise: This was an EL 8 encounter (My party is level 5, so it's EL+3). The other thing was the dice roller was obscene as well. If you recall back a couple of sessions I had the three hour "missamarathon" as I am calling it now, where nobody hit. Well this was the combat that just about *everything* hit. Unfortunately, it also meant that Set - the elite artillery defiler - rolled obscene recharge rolls.
So Set was an interesting experiment that nearly backfired. I basically took a broken builder defiler, leveled it up to 5 and made it an elite. I upgraded the damage slightly, but let's face it with an at-will defiling re-roll (which she exploited like mad). I did give her a couple of other powers, but the main feature was an ability that reduced defenses and allowed her to regain an AP if that creature fell. It was a little like a mark of doom in some ways. Due to how much everything hit and how lethal the combat was, she got good use out of this feature. Combined with recharging her dual lightning attack most rounds, she was a lot more effective than planned. Minding once the other creatures were taken out, Set rapidly was overwhelmed and killed.
Overall, I think I got a reminder why swingy features like that AP regenerating mechanic to achieve an elites "double attack" are not significantly good ideas.
The PCs then picked over the corpses and the Inix to discover...
metal weapons! An exciting moment in the game this, because metal weapons are very rare and they have a significant advantage. When re-rolling for reckless breakage (albeit this hasn't been employed yet) the weapon only breaks if the re-roll is a 1-5 (as opposed to always breaking). Quite a handy thing to have around... especially when the elves arrived to take the stuff (as they thought the PCs had promised).
Of course bear in mind that the PCs were going to backstab said elves and take the stuff for themselves. During the transaction though, the PCs found out that Variya had a little secret of her own. One of the elves helping her let slip that the metal weapons were essential for defeating the "guardians" and therefore the PCs couldn't have them. Variya - most unimpressed decided that there was little point in trying to hide the point now (as the PCs would be suspicious).
Variya explained that the metal weapons were the only thing they knew of that could harm psionically augmented golems called guardians (spoiler: They are really dangerous!). A group of crazy thri-kreen insisting they are the "Guardians of the Seed" (probably Variya's own translation of the thri-kreens various clicks and such) ambushed them and took several of them: Including Variya's son. She is more than well aware and I hope you are as well, that thri-kreen in Dark Sun regard elven flesh as quite a delicacy. So you can imagine what fate awaits many of those captured.
Incidentally as some general background, the elves were ambushed exploring the ruins after finding a strange map on a defiler and his two half mad caravan guards in the desert. To recoup their losses and try to get some funds to launch a rescue mission on their (deliciously tasty) comrades - they sold the map on to some traveling merchants heading to Tyr. In effect the whole mess with the caravan being there is actually Variya's fault in the first place.
In any event this threw a total spanner in the works for the PCs.
1) The elves didn't seem to be so reprehensibly evil in the first place.
2) The magic that the elves had, including the tome she promised the party (more on that in a subsequent post...) were raided from the city in question. Due to the sheer power of the tome and that Variya clearly didn't fully understand what she had, the concept they were powerful defilers wasn't coherent (the player who would have probably asked that question wasn't at this session, so I've sort of put this down as a passive conclusion of that character anyway - he was allowed to have a read of it...).
3) What on earth were these "guardians" and why did they need metal weapons to destroy?
4) Were the thri-kreen up to something more sinister?
5) She mocked and was very dismissive of the idea of the primordial seed of life (calling it a fairy tale).
Debate raged for quite a while here, so I just let the PCs roleplay it out and come to their own conclusions. Inevitably they decided to double cross the thri-kreen, allowing the elves to take half the metal weapons and the inix (I was looking forward to seeing what they would call him. Bob II the Inix?). This of course
really riled up the thri-kreen. Cha-Rik and his buddies came out of their ambush positions and demanded the PCs explain why they let the elves leave.
The PCs decided to try and play both sides, but a very unsuccessful bluff check combined with almost the entire party dramatically failing at an aid-another check resulted in a second brutal battle.
Thri-kreen to the right, to the left and right in front! Quite the scrap here!
Like before this encounter features creatures that were quite a bit higher level, Cha-Rik and his buddies are level 8. One thing to note here is that when I designed this encounter and monsters, I anticipated some kind of three way fight to take the heat off the PCs when they wanted it. Like many things in DnD, things
never go to plan and so this ended up a curious 1 on 1 battle.
A brutal one.
Have you noticed a trend yet? Red clearly is the new black.
The thri-kreen started by brutally munching on the battlemind, dropping her HP astoundingly quickly with their standard action multiple attack. Bear in mind, that's a recharge power AND is a regular thing they have as a standard monster. Pretty brutal! Cha-Rik got involved early with a brutal hit of his own and quickly turned the tables on the battlemind with a mark of his own.
Alek got downed straight away again, the extremely mobile thri-kreen with their jumping and bouncing all over the place got them in position fast. Plus you can observe a lovely example of CA "Tic-tac-toe there as well". That's where you have a chain of creatures that are all mutually granting CA to different allies along the chain. Always amuses me anyway when it happens, because I always think it must look like some kind of weird conga line of death.
In any event, Alek is bought back up and quickly gets to work ensuring the battlemind doesn't die. Eshara repays the favor by using inspiring fortitude, this time giving all the PCs a crucial HP buffer against being dead. Particularly Alek, who didn't get to spend a lot of time in the land of the "conscious" in this encounter thus far. At this point I needed to play "Bold DnD" and as the wizard player wasn't around this session, something crazy needed to be done to save the day. Obviously running into the dangerous terrain and making a near suicidal heal check on the downed ardent was the order of the day.
Amazingly enough this actually worked.
On Initiate's turn (the tiefling wizard above), I ran him down into the difficult terrain to make a heal check on Alek. A gamble that paid off extremely well
Alek, with his second go at the whole "being conscious" thing tore into one of the thri-kreen with his gouge. Amazingly scoring yet another hit when it was absolutely needed with a 2 augment energizing strike (2[W] damage and an ally within 5 spends a healing surge). This rapidly got the battlemind back on track to not being knocked out and the PCs took the fight to the bugs - downing one of the brutes and almost killing Cha-Rik.
At this point, Cha-Rik realized he was going to die and needed to run. So whacking a PC out of the way, he used his leap encounter power and *almost* escaped off the map. He quickly nailed the pursuing monk, who was still able to put on some damage but then the PCs called in their wild card: Bob.
Now Bob the Crodlu you'll notice hasn't been in any of the pictures. This is because he's usually been left safe "off camera" (so to speak) to hold the parties supplies. Here the PCs called him in to help block Cha-Riks escape. Now you wouldn't think a level 3 monster (which is what he is) would do jack here - but you would oddly be wrong. Bob began immediately by tearing Cha-Rik to pieces. Not satisfied with his new found thri-kreen related bloodlust, his next turn tore apart one of the other bugs before it could escape.
The final thri-kreen that tried to escape was almost run down by bob again, but actually manged to survive (which you would expect normally, but was a miracle by bobs high overachieving standards this game). I think it was Initiate who finished him off with a magic missile (or possibly someone charging him in the face). Either way bobs failure to overachieve was met with surprise.
Let's face it, you're just doomed and you aren't going anywhere.
The result of this combat was the PCs now had a convenient excuse for the bloody and missing caravan - with all those dead thri-kreen everywhere anyway. The elves were not aware of the PCs potential deception and neither are any of the other thri-kreen from the mysterious group aware the PCs have killed their clutchmates. In a roundabout way, this still gives the PCs of potentially backstabbing either side or using them for their own means.
Which is all going to become relevant very very soon. It's time to stop these wandering through the desert shenanigans and begin moving to the real meat of the heroic tier: The risen city itself...
Edit:
Yep, Zephan stabbed him in the face.
Behold though the sheer amount of bloodied stuff at the end of this fight. Ironically only Alek managed to stand tall
unbloodied at the end of it.