[Dark Sun, any edition] Campaign mini-plots

Th McGuffin is a bottle of what appears to look and smell like perfume. In reality, it is a potent psionic monster lure. The scent naturally activates parts of the brain that create psionically resonating thoughts. These thoughts automatically draw in psionic creatures from miles around and trigger a predatory response in them.

It was originally developed by the trade house to give as a "gift" to a rival in order to covertly assassinate her, and have it look like an accident.

This is Teh Awesome.
 

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The PCs barely survive a silt storm, nearly suffocating in the dusty haze. They are nearly forced to take shelter in a partially uncovered ruin - a relic of a bygone age. As they explore (what else are you going to do to pass the time?) they find the dessicated bodies of previous explorers - a note that they must be careful, lest the silt completely block their only egress.

Inside the ruins are numerous ancient relics, as well as undead ghouls that drain moisture from your bodies - many of them long since dead yet still believing they're alive. In addition, there are burrowing agony beetle swarms, ancient constructs, and numerous traps. The PCs get a chance to dungeon crawl to their hearts' content.
 

Two vicious raiding slave tribes have taken hold of a peaceful oasis village. Each tribe hates the other, but lacks the power to completely destroy the other. Rather than risk all-out war, they feud with one another while making the lives of the original inhabitants miserable.

When the PCs come along, each side wants to use the PCs to destroy the other. Do the PCs work for one of the raiders, or try to pit them against each other (and skimming the profits for themselves?)

***

(or, another idea taken from the same set of movies...)

The PCs find a map - supposedly to the mine shafts of the remaining gold mine on Athas! However, the map just shows mountains - they need to find a starting point. Unfortunately, a villain they dislike knows where the starting point is - he just doesn't know where to go from there. Will the PCs ally with their former foe in the hopes of getting great treasure?

Of course, a rival to both sides gets in on the information, and wants the gold for itself...
 

The Hunters are getting ready for another Red Hunt in Gulg. And one of the "prey" slaves (who will be guaranteed freedom if they can escape the Gulgite hunters for a night) just happens to be a contact the PCs need for their current quest. Can they rescue the slave from the bands of hunters (who are also hunting other released prey - primarily disobedient slaves and criminals)? Can the PCs do it without killing any of the hunters (who are, after all, just freemen who want the increase in social status that comes with making a kill)?
 

The Oasis functions as a vital water source for traders all around. Were it to dry up, travel in this desolate stretch of desert in the north would be impossible. Only... it has done just that. Can the PCs figure out exactly what has caused the oasis to dry up? What lurks in those stone grottos nearby? What will happen as the villagers around the oasis start battling one another for the few drops of remaining water? Can the PCs protect the trade caravan they were with (who came to the oasis for water, and now hold the only drinkable water within thirty miles)?
 

....Can the PCs figure out exactly what has caused the oasis to dry up? What lurks in those stone grottos nearby? What will happen as the villagers around the oasis start battling one another for the few drops of remaining water? Can the PCs protect the trade caravan they were with (who came to the oasis for water, and now hold the only drinkable water within thirty miles)?

I like how this can be combined with my original post to make a fairly detailed adventure!
 

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