Dark Sun: Builder's Cry
After a bit of a hiatus due to Christmas and New Years eve based shenanigans I was back into the game this week. Unfortunately, Hadithi the Dray Shaman's player was unable to play anymore so I was forced to find a new leader for the group. One of my former IRL players was keen but unfortunately I don't think his internet got to his house quite in time - so they had to deal with this session without a leader. This is a tall ask in a game the way it was going so I decided to have a shortened session and delay things out a bit. Ultimately the players wouldn't want to go too many encounters without a leader - the sheer "swing" factor is immense in these situations - and I didn't want to introduce a PC whose player wasn't even in the game yet!
I took my time at the beginning of this session just explaining the situation, with the caravan and asking the players what they had done during their year away (or in) what is now called "Free Tyr". I also established that numerous factions vied for control of the now "Free" city state and a recent development threatened to swing that balance of power. Rumors of a city that had risen up from the sands far to the south east of Tyr had begun circulating for months - with nobody finding them credible. Until one group came back to the city with unusual artifacts and even masterwork metal items of unknown origin. All of whom claimed that the artifacts had been found from the so called "Lost" city that the rumors had been speaking of.
This evidence firmly convinced many in Tyr - not to mention many factions outside of it - that there was something substantial to these rumors. So a full expedition was planned to journey to the new city to plunder its riches for Tyr (or whoever makes the smartest move to usurp them). Essentially, I established that numerous power groups within and even outside of Tyr had a vested interest in the treasures of this place. To entice the players characters, I seeded some general plot hooks that could be developed by players as a part of their background to get them involved. For example, numerous noble and merchant houses in Tyr are helping fund and equip the expedition: But none of them want to truly share the glory with the others.
To emphasize this, I had the lead NPC of the caravan Techulan come down the line inspecting those he was to depart with. Upon coming across the PCs he had a short conversation with them, giving the group a mysterious statement that he would "Need individuals who could get things done when the time comes" - a potential offer of work or maybe even a veiled threat. I would feel this is the first of many offers the PCs might get as they rise in power and prestige - who they support will be very interesting indeed.
Ultimately though this module is about travel. I've always loved the long haul desert caravan concept in Athas. In this module I wanted to really show just how difficult traveling long distances through the wastes safely was in Athas. When you aren't dealing with monsters, you're dealing with immensely inhospitable terrain and even more terrifying than any monster the unforgiving weather. In many ways this module is a true mood setting for Dark Sun as a setting. Although I didn't get time in this session to introduce it, an important concept early on that I will be introducing into the game is sun sickness. How the blasted dying sun of the world warps, mutates and generally makes life miserable for almost anything.
In order to set the mood for "Travel" in Athas I didn't want to show the PCs the whole map. There are two things I hope this accomplishes. The first is to show the PCs how little of the actual world their characters truly know about - mostly a region in and around Tyr itself. The second was to really show a sense of progression through the world visually and not just from a purely descriptive point of view.
The amount of the world the PCs know about
I took my time at the beginning of this session just explaining the situation, with the caravan and asking the players what they had done during their year away (or in) what is now called "Free Tyr". I also established that numerous factions vied for control of the now "Free" city state and a recent development threatened to swing that balance of power. Rumors of a city that had risen up from the sands far to the south east of Tyr had begun circulating for months - with nobody finding them credible. Until one group came back to the city with unusual artifacts and even masterwork metal items of unknown origin. All of whom claimed that the artifacts had been found from the so called "Lost" city that the rumors had been speaking of.
This evidence firmly convinced many in Tyr - not to mention many factions outside of it - that there was something substantial to these rumors. So a full expedition was planned to journey to the new city to plunder its riches for Tyr (or whoever makes the smartest move to usurp them). Essentially, I established that numerous power groups within and even outside of Tyr had a vested interest in the treasures of this place. To entice the players characters, I seeded some general plot hooks that could be developed by players as a part of their background to get them involved. For example, numerous noble and merchant houses in Tyr are helping fund and equip the expedition: But none of them want to truly share the glory with the others.
To emphasize this, I had the lead NPC of the caravan Techulan come down the line inspecting those he was to depart with. Upon coming across the PCs he had a short conversation with them, giving the group a mysterious statement that he would "Need individuals who could get things done when the time comes" - a potential offer of work or maybe even a veiled threat. I would feel this is the first of many offers the PCs might get as they rise in power and prestige - who they support will be very interesting indeed.
Ultimately though this module is about travel. I've always loved the long haul desert caravan concept in Athas. In this module I wanted to really show just how difficult traveling long distances through the wastes safely was in Athas. When you aren't dealing with monsters, you're dealing with immensely inhospitable terrain and even more terrifying than any monster the unforgiving weather. In many ways this module is a true mood setting for Dark Sun as a setting. Although I didn't get time in this session to introduce it, an important concept early on that I will be introducing into the game is sun sickness. How the blasted dying sun of the world warps, mutates and generally makes life miserable for almost anything.
In order to set the mood for "Travel" in Athas I didn't want to show the PCs the whole map. There are two things I hope this accomplishes. The first is to show the PCs how little of the actual world their characters truly know about - mostly a region in and around Tyr itself. The second was to really show a sense of progression through the world visually and not just from a purely descriptive point of view.

The amount of the world the PCs know about
After the caravan left Tyr, the first hazard they faced was - quite fittingly IMO for the theme and feel I am going for - a blistering dust storm that rapidly rolls into the caravan's path. This was a "three part" skill challenge that was mostly done communally and had a simple structure. Each round the PCs made a communal athletics check or endurance check. If at least half the PCs made it they got a general success on the skill challenge. If more than half failed, they got a failure. The initial goal was to flee from the dust storm before it arrived to seek shelter in a nearby rock formation around a mile off the main road. A success here put the PCs in a good position and meant they avoided the second, much more difficult part of surviving in the open during the dust storm. The final part was simply taking shelter in the rocks and enduring the storm.
Simple, but demonstrates the power, speed and danger of Athas' unpredictable weather. The PCs succeeded at the first part with fair ease and like with any SC, I was pretty liberal in general with letting the PCs ideas work if it fit. A great thing to see was most of my players spend their ceramic before leaving Tyr on items that fit the setting quite well. Things like desert clothing, sun balm, desert filters and similar. I allowed PCs to make use of most of these, combined with secondary checks like perception/nature to improve their chances of succeeding the skill challenge. Naturally, the PCs escaped rather unscathed in the end - though some of their colleagues were not so lucky and were rent apart in the violent swirling dust before their eyes. This again had a distinct point other than trying to be dramatic: I wanted to emphasize just how dangerous the weather was to those who travel the wastes. Not just have gratuitous death for the sake of it.
Even with the successful skill challenge, the PCs still found that the caravan had split up to a great degree. Perhaps fortunately the PCs heard a sharp cry of a Crodu - a tall velociraptor crossed with chicken reptile used as a beast of burden - within the distance. Investigating, they found one of the pack Crodu carrying precious survival days had become lost. Unfortunately for it the beast had blundered right into a silt sink and was going under quickly. To make matters worse the caravan had been tailed by several ssurrans. You'll remember that the PCs encountered a bunch of these guys before and really hated them then.
Naturally the ssurrans were unimpressed with the arrival of the PCs and neither were the PCs happy about their potential survival days being looted. The fight of the sinking Crodu was on. The ssurrans started by splitting their attentions between stealing what they could from the Crodu and delaying the PCs as long as possible. Roughly 3 minions attempted to steal survival days, while the bulk of the ssurran forces attacked the PCs to hold them up. I had two purposes behind this.
1) The first was to emphasize how opportunistic the inhabitants of Athas were and to make the world feel "alive". These monsters weren't specifically interested in the PCs whatsoever, merely the previous supplies that the Crodu was carrying. They were opponents just by circumstance, not because they were lurking around in a dungeon waiting for the PCs to put an axe in their brains.
2) The party had no leader, so this allowed me to deliberately stall back any "alpha" strike from the hard hitting ssurran dune walkers and shaman. Effectively the tactics were delaying, not to win and so the creatures were only interested in grabbing what they could then running. This helped just even out the combat and not put as much pressure on the PCs, especially compared to if I had committed 100% of the monsters to the combat.
The ssurran shaman hung back near the Crodu, using his ranged powers to harass the PCs from safety. When it looked as if his front line clan mates were going to fall, he beat a hasty retreat before the PCs could get a good shot at killing him.
And after keeping the mage dominated for almost three rounds due to some unlucky saves - the shaman recognized a losing cause when he saw it, ordering his clan mates out of the combat.
But to fight again?
We shall have to see........
Brave sir Inix Skull ran away he did...
Simple, but demonstrates the power, speed and danger of Athas' unpredictable weather. The PCs succeeded at the first part with fair ease and like with any SC, I was pretty liberal in general with letting the PCs ideas work if it fit. A great thing to see was most of my players spend their ceramic before leaving Tyr on items that fit the setting quite well. Things like desert clothing, sun balm, desert filters and similar. I allowed PCs to make use of most of these, combined with secondary checks like perception/nature to improve their chances of succeeding the skill challenge. Naturally, the PCs escaped rather unscathed in the end - though some of their colleagues were not so lucky and were rent apart in the violent swirling dust before their eyes. This again had a distinct point other than trying to be dramatic: I wanted to emphasize just how dangerous the weather was to those who travel the wastes. Not just have gratuitous death for the sake of it.
Even with the successful skill challenge, the PCs still found that the caravan had split up to a great degree. Perhaps fortunately the PCs heard a sharp cry of a Crodu - a tall velociraptor crossed with chicken reptile used as a beast of burden - within the distance. Investigating, they found one of the pack Crodu carrying precious survival days had become lost. Unfortunately for it the beast had blundered right into a silt sink and was going under quickly. To make matters worse the caravan had been tailed by several ssurrans. You'll remember that the PCs encountered a bunch of these guys before and really hated them then.
Naturally the ssurrans were unimpressed with the arrival of the PCs and neither were the PCs happy about their potential survival days being looted. The fight of the sinking Crodu was on. The ssurrans started by splitting their attentions between stealing what they could from the Crodu and delaying the PCs as long as possible. Roughly 3 minions attempted to steal survival days, while the bulk of the ssurran forces attacked the PCs to hold them up. I had two purposes behind this.
1) The first was to emphasize how opportunistic the inhabitants of Athas were and to make the world feel "alive". These monsters weren't specifically interested in the PCs whatsoever, merely the previous supplies that the Crodu was carrying. They were opponents just by circumstance, not because they were lurking around in a dungeon waiting for the PCs to put an axe in their brains.
2) The party had no leader, so this allowed me to deliberately stall back any "alpha" strike from the hard hitting ssurran dune walkers and shaman. Effectively the tactics were delaying, not to win and so the creatures were only interested in grabbing what they could then running. This helped just even out the combat and not put as much pressure on the PCs, especially compared to if I had committed 100% of the monsters to the combat.

The ssurran shaman hung back near the Crodu, using his ranged powers to harass the PCs from safety. When it looked as if his front line clan mates were going to fall, he beat a hasty retreat before the PCs could get a good shot at killing him.
And after keeping the mage dominated for almost three rounds due to some unlucky saves - the shaman recognized a losing cause when he saw it, ordering his clan mates out of the combat.
But to fight again?
We shall have to see........

Brave sir Inix Skull ran away he did...
The mage having recovered from his dominate chased down one of the fleeing ssurrans and killed it for a fitting revenge. Although there is now the issue of how they get the Crodu out of the silk sink, I decided to leave that until next session and hopefully I can introduce the new player through that skill challenge. Overall I had ticked the main points on what I wanted to accomplish immediately with this 'travel' section of the game. So I am pretty happy.
But it's going to get so much more diabolical.
But it's going to get so much more diabolical.
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