mattcolville
Adventurer
I'm running D&D for a group of friends who I don't normally get to hang out with in person and I want to make it epic and memorable. We're going to play once, so I don't need a ton of content, but we may play for 10 hours and I want to give them some freedom. I'm looking for ideas, resources on Dark Sun, anything you can think of that will help.
I've played but never run Dark Sun before, so I need help translating some of my ideas to Athas.
The Hook: Blake's Seven Meets Fury Road
The players don't know this is a Dark Sun one-shot. They're going to make normal D&D characters and I'm going to covertly convert them to Dark Sun. I will tell them;
I'm going to pick one player and make him Blake. He will know ahead of time "You're the heroic leader of the resistance. They won't execute you for fear of making a martyr out of you."
I'll take their characters and make them Dark Sun races, and give them Psionics. What I'd really like to do is just hand them each a card with their Psionic Talent on it, based on their class. A cool, even 4E-style "power" that's separate from the rest of their character sheet. No idea what those class-powers are, but I have the 4E Dark Sun stuff. Actually this would probably be easier in 4E, but I don't want to also try and teach these guys a new system for what is a One Shot.
The Setup
The heroes are criminals, on a Prison Barge. They don't know this at first because they're in the windowless hold of the ship, but the barge is an ornithoper. Do they have flying vehicles in Dark Sun?
The adventure begins with a little roleplaying. There's a high-ranking military/political officer onboard the barge, just to make sure these prisoners get to their destination. This character is evil and the brother or sister to the main character. Imagine an SS officer in Dark Sun. What is that? I dunno, may have to make something up. The Officer gloats over the captured sibling.
After this, the players are alone with their guards. They hear only the thrumm, thrumm, thrumm of the wings. They don't know that's what they're hearing, because they don't know they're flying. I mean the players probably don't yet know they're on Dark Sun!
Then they hear shouting from above. The barge tilts one way, then another. Then a GIANT CLAW pierces the wood (wood? Would it be stone? Maybe some giant insect carapace?) of their prison and destroys the mechanism that keeps the jail cells locked. The prisoners are now free!
On Dark Sun, what would the bars of the prison be made out of?
Leaving the hold, they emerge to their first sight of the BLACK STAR. The desert below. They're on a flying ship! It's under attack!
There's a fight with $HUGE_FLYING_DARKSUN_CREATURE which I don't know what is, but I'm thinking like a Roc, after which the ornithopter is mortally wounded, and augers in to the desert floor.
The heroes all survive, maybe the rest of the crew die, and I'm going to have the Hero PC roll to see if their brother/sister lived. So the SS Officer's fate is literally in his hands.
The heroes now have to survive on this desert world. I think the Flying Prison Ship had at least one, possible two, sand-skimmers on it as like emergency life boats, so they can get one of those working.
At this point they are free to start making choices. The Cinematic Opening is over. "What Do You Do Now?"
This is important: it's a one shot, so I want to put something in front of them, a goal, that they can achieve. Finish. Feel like they did something. But I also want some freedom of choice. So I want an Adventure with the opportunity for some Detours.
The Adventure
Ok, so it's not literally Fury Road but I want the players to have that feeling of speeding across the desert toward an objective while bad guys chase them.
One of the players knows the location of a fallen, buried pyramid. It's "fallen" because it used to be a floating pyramid (do they have these in Dark Sun?).
This is their dungeon crawl and their Liberator. Once they have this, they have a weapon they can use against the Dragon King. So it's something they can get in one (epic) session, feel like they accomplished something, but it also makes them think "Man I want to USE this!" so they want to play again.
I presume I can just grab a short dungeon and declare it a Buried Flying Pyramid and make it work, but is there anything already like this in Dark Sun?
Detours
These guys are highly social gamers, they need people to talk to. In a situation like this, with the party on the run, where would those NPCs come from?
A town?
A city?
An oasis?
A caravan?
I like the idea that they need supplies. Water and food. Constitution checks every hour under the Sun without food. Effects include stat penalties, loss of hit dice. "We need to find water." That leads them to the town/oasis/caravan.
And obviously people are coming after them. There's a Servalan and a Travis. And sand creatures.
Does this sound cool? Any ideas?
I've played but never run Dark Sun before, so I need help translating some of my ideas to Athas.
The Hook: Blake's Seven Meets Fury Road
The players don't know this is a Dark Sun one-shot. They're going to make normal D&D characters and I'm going to covertly convert them to Dark Sun. I will tell them;
- You're a prisoner of the Mad King. What did you do?
- Are you a political prisoner? A dissident?
- A thief? A murderer?
- Innocent? Someone who made the wrong enemies?
- A spy? An enemy agent?
- Whatever else is true about your dude, don't make a dude who wouldn't at least stick with the team for self-preservation. If freedom means you'd
off on your own, you need to make another dude.
- Make two characters. Or at least have a second one in your mind ready to roll up. Life is cheap under the Mad King's rule.
I'm going to pick one player and make him Blake. He will know ahead of time "You're the heroic leader of the resistance. They won't execute you for fear of making a martyr out of you."
I'll take their characters and make them Dark Sun races, and give them Psionics. What I'd really like to do is just hand them each a card with their Psionic Talent on it, based on their class. A cool, even 4E-style "power" that's separate from the rest of their character sheet. No idea what those class-powers are, but I have the 4E Dark Sun stuff. Actually this would probably be easier in 4E, but I don't want to also try and teach these guys a new system for what is a One Shot.
The Setup
The heroes are criminals, on a Prison Barge. They don't know this at first because they're in the windowless hold of the ship, but the barge is an ornithoper. Do they have flying vehicles in Dark Sun?
The adventure begins with a little roleplaying. There's a high-ranking military/political officer onboard the barge, just to make sure these prisoners get to their destination. This character is evil and the brother or sister to the main character. Imagine an SS officer in Dark Sun. What is that? I dunno, may have to make something up. The Officer gloats over the captured sibling.
After this, the players are alone with their guards. They hear only the thrumm, thrumm, thrumm of the wings. They don't know that's what they're hearing, because they don't know they're flying. I mean the players probably don't yet know they're on Dark Sun!
Then they hear shouting from above. The barge tilts one way, then another. Then a GIANT CLAW pierces the wood (wood? Would it be stone? Maybe some giant insect carapace?) of their prison and destroys the mechanism that keeps the jail cells locked. The prisoners are now free!
On Dark Sun, what would the bars of the prison be made out of?
Leaving the hold, they emerge to their first sight of the BLACK STAR. The desert below. They're on a flying ship! It's under attack!
There's a fight with $HUGE_FLYING_DARKSUN_CREATURE which I don't know what is, but I'm thinking like a Roc, after which the ornithopter is mortally wounded, and augers in to the desert floor.
The heroes all survive, maybe the rest of the crew die, and I'm going to have the Hero PC roll to see if their brother/sister lived. So the SS Officer's fate is literally in his hands.
The heroes now have to survive on this desert world. I think the Flying Prison Ship had at least one, possible two, sand-skimmers on it as like emergency life boats, so they can get one of those working.
At this point they are free to start making choices. The Cinematic Opening is over. "What Do You Do Now?"
This is important: it's a one shot, so I want to put something in front of them, a goal, that they can achieve. Finish. Feel like they did something. But I also want some freedom of choice. So I want an Adventure with the opportunity for some Detours.
The Adventure
Ok, so it's not literally Fury Road but I want the players to have that feeling of speeding across the desert toward an objective while bad guys chase them.
One of the players knows the location of a fallen, buried pyramid. It's "fallen" because it used to be a floating pyramid (do they have these in Dark Sun?).
This is their dungeon crawl and their Liberator. Once they have this, they have a weapon they can use against the Dragon King. So it's something they can get in one (epic) session, feel like they accomplished something, but it also makes them think "Man I want to USE this!" so they want to play again.

I presume I can just grab a short dungeon and declare it a Buried Flying Pyramid and make it work, but is there anything already like this in Dark Sun?
Detours
These guys are highly social gamers, they need people to talk to. In a situation like this, with the party on the run, where would those NPCs come from?
A town?
A city?
An oasis?
A caravan?
I like the idea that they need supplies. Water and food. Constitution checks every hour under the Sun without food. Effects include stat penalties, loss of hit dice. "We need to find water." That leads them to the town/oasis/caravan.
And obviously people are coming after them. There's a Servalan and a Travis. And sand creatures.
Does this sound cool? Any ideas?