I'm thinking about putting together an introductory Darksun adventure. I'm thinking of doing essentially a variation on the A Little Knowledge adventure from the first box.
It needs to impress upon the players what the world of Darksun is like.
Critisism and feedback is welcome (and hoped for). This is the general outline that I've got so far:
The players will begin the adventure as slaves being transported across the desert wastes.
(This is to provide an easy reason for the players to be in the same place and work together, and to let the adventure itself be the reason they form into a party). The caravan is running out of water, the players can use some skills to collect the information that the last watering hole the caravan reached was poisoned, and that they have altered their course to try and reach an alternate watering hole. If the players get any successes gathering info, they hear about a map. They are nearly out of water, and the slaves the caravan guards have stopped watering the cheaper labor slaves, and severely cut the water rations for the skilled slaves (like the players).
The caravan will be attacked and captured by a tribe of elven raiders that have a powerful defiler. The players won't fight, they will observe (being shackled will prevent them). The raiders will pillage the caravan, celebrating the victory with little sorrow for their losses (Athas elves live in the moment, dying is just something that happens). As part of the celebration the leader of the elves decides to pretend in jest that he is the sorcerer king Kalak of Tyr. He forces the captives to build a Ziggurat to his glory out of sand, and forces others to fight in gladiatorial combat to the death like they were in the arena in Tyr. The elves think this is hilarious and great fun. (This is the first encounter of the adventure, and the elf leader happens to 'by chance' put the players together as a single gladiatorial team. Any player that refuses to fight is told that that it isn't an option, and if they still refuse, they are shot dead on the spot by the elves and the player may pick a new character, who is another one of the prisoners who is put on the team to replace the dead character. Athas is a harsh mad-max like world and life is cheap. Any character concept that has a role-playing problem with a setting like that needs to be weeded out right away. Paladins never existed in the setting, because a paladin wouldn't last a day in the setting. Not everyone is evil, but everyone will do what they need to do to survive.)
After the players fight and defeat another team, the elf leader rewards them by allowing them loot one of the things the elves didn't want (i.e. haven't looted already and loaded onto their kanks) from the caravan, as they might need them if they are still alive when the elves have become bored with them. (players should look for things like water skins, clothes, food, etc. If it isn't clear to the players they need to be looking for stuff to help them survive, or not sure what they need, step in and explain that their character would know what they need to find). As the elves are continuing their festivities, and are preparing for the next round of matches for their gladiatorial contest, an elven runner sprints in and shouts information. The leader curses, and then shouts an order. The elves instantly drop what they are doing, echo the order, and then as one sprint off into the wastes. The players can then hear the droning of wasps. They can then see giant black wasps approaching, drawn to the carnage of the caravan. The wasps begin to attack, stinging people and carrying them off (a nature check will let a player know that the victims will be paralyzed and taken back to a nest and implanted with eggs, similar to a tarantula hawk wasp). This starts a skill challenge where the players need to grab as many supplies as they can (which they should have an idea of what they want to grab at this point), and then escape into the desert (they can roll to search for supplies or to escape and failures in either count towards failing the overall skill challenge, making them need to balance scavenging vs escaping). Failing the skill challenge results in a wasp stinging and attempting to carry one of the players off. This triggers an easy skill challenge where the players roll to wrest the player from the clutches of the wasp. In the unlikely event that this second skill challenge is failed, the player is carried off to a horrible death, and the player can select a new character as another person fleeing the caravan who helped them try and free the character.
When the players finally get free of the above skill challenge, they are told they were able to escape the 'main body' of the wasp swarm, but a smaller group of wasps have broken off and followed them. The players then fight the wasps. This is the second encounter of the adventure. If a character was almost carried away by a wasp in the pervious skill challenge, that character is slowed for the encounter.
The players then need to figure out where to go at this point. Maybe they looted the map they heard about, or they need to justify knowledge skills that would let them where a place to go is, or they can figure out what the heading of the caravan had been. Regardless of where they head, they will be heading towards a water source (as their characters know they will die otherwise). The players then enter into a set of endurance skill checks, that is made easier or shorter based on how successful they were at gathering supplies. Failures take healing surges. Keep track of the healing surges lost due to this. The goal is to get them low on healing surges.
The players eventually make their way through the wastes to the welcome sight of the greenery and vegetation of an oasis. The characters should be informed that they know oasis are usually dangerous places to linger as water is scarce. The oasis turns out to be eerily quiet. As they approach the oasis they see the corpse of some nasty desert creature of some sort. Inspection doesn't revel any injuries, and appropriate skill checks indicate that it was poisoned. The players can enter into a knowledge skill challenge. They need to figure out that it was the elves that poisoned the water source (they poisoned most of the water sources to weaken caravans passing through the area), and they need to figure out that elves rarely poison water sources with poisons that don't have nearby antidotes, and they need to identify the poison and then find what they need locally to make the antidote.
If they are successful in the skill challenge and prepare some antidote to purify some water, just as they are ready to use it, they are ambushed by other survivors from the caravan that leap out from the underbrush where they have been spying from. This the third encounter of the adventure. The other survivors are not interesting in sharing and want the secret of the antidote for themselves. It would take some really impressive diplomacy or intimidation to keep them from attacking. The players will hopefully be running very low on healing surges from the endurance checks at this point, to make the fight feel desperate. Once the players win, they can drink the water, and recover some healing surges they lost (unless they are doing well on healing surges, at which point they don't recover any).
If the players fail the skill challenge to discover the antidote, then they need to find an alternate water source. A little bit of searching near the oasis lets them discover some nasty looking cacti with some desiccated bodies near them. Plants on Athas can be really nasty. As the players try and approach the Cacti, they attack and try and suck out their blood. This is the alternate third fight of the adventure. When they defeat the cactus monsters, they can get some water out of them.
The players need to figure out where to go from here. If they don't have the map and they fought at the oasis, one of the bodies has the map on them. If they fought the cacti, then the desiccated bodies were survivors from the caravan and one of them has the map on them.
The map indicates the suspected location of a nearby slave tribe village. There really isn't much else they can go to, not without better preparations at least.
When the players reach the slave tribe, they are met by armed members of the tribe. The slave tribe members are cautious, but are not unfriendly towards the players, as they are escaped slaves as well. They are told to behave themselves, and that the tribe will allow them one day of welcome in the village (but not an extended rest), and if they wish to stay longer they must prove themselves of worth to the village. They explain that potential allies are not those who need help to survive. Potential allies are people who are worthy on their own and made powerful by association with others who can survive on their own. If a character has died and hasn't had a chance to be replaced, then that character can be replaced by another survivor that has reached the village.
The players need to enter into an information gathering skill challenge. They need to talk to the various members of the tribe or make observations, to allow them to figure out what they can do to prove themselves to the village. Three possibilities should come out. They only need to do one, and its the fourth encounter of the adventure.
First option. A mated pair of dangerous predatory desert monsters live nearby. They would need to track them down and kill them. An encounter with two elite monsters. The hides and bones provide useful material for making weapons and armor.
Second option. There is a nearby ruin that nobody has come back alive from investigating. The players go, its an ancient defilers ruin and trapped. Overcome the traps and recover a cache of a few metal artifacts and bring them back to the village.
Third option. A gith scouting party has been recently spotted nearby. The village leader is preparing to put together a war band to hunt them down and drive them off the next day. If the players beat them to the punch and kill all the gith it should impress the village.
The end result of the adventure is the party being accepted by the slave tribe and allowed to stay as allies, and either be part of the tribe or to work at gathering supplies until they are ready to set out to travel toward Tyr.
It needs to impress upon the players what the world of Darksun is like.
Critisism and feedback is welcome (and hoped for). This is the general outline that I've got so far:
The players will begin the adventure as slaves being transported across the desert wastes.
(This is to provide an easy reason for the players to be in the same place and work together, and to let the adventure itself be the reason they form into a party). The caravan is running out of water, the players can use some skills to collect the information that the last watering hole the caravan reached was poisoned, and that they have altered their course to try and reach an alternate watering hole. If the players get any successes gathering info, they hear about a map. They are nearly out of water, and the slaves the caravan guards have stopped watering the cheaper labor slaves, and severely cut the water rations for the skilled slaves (like the players).
The caravan will be attacked and captured by a tribe of elven raiders that have a powerful defiler. The players won't fight, they will observe (being shackled will prevent them). The raiders will pillage the caravan, celebrating the victory with little sorrow for their losses (Athas elves live in the moment, dying is just something that happens). As part of the celebration the leader of the elves decides to pretend in jest that he is the sorcerer king Kalak of Tyr. He forces the captives to build a Ziggurat to his glory out of sand, and forces others to fight in gladiatorial combat to the death like they were in the arena in Tyr. The elves think this is hilarious and great fun. (This is the first encounter of the adventure, and the elf leader happens to 'by chance' put the players together as a single gladiatorial team. Any player that refuses to fight is told that that it isn't an option, and if they still refuse, they are shot dead on the spot by the elves and the player may pick a new character, who is another one of the prisoners who is put on the team to replace the dead character. Athas is a harsh mad-max like world and life is cheap. Any character concept that has a role-playing problem with a setting like that needs to be weeded out right away. Paladins never existed in the setting, because a paladin wouldn't last a day in the setting. Not everyone is evil, but everyone will do what they need to do to survive.)
After the players fight and defeat another team, the elf leader rewards them by allowing them loot one of the things the elves didn't want (i.e. haven't looted already and loaded onto their kanks) from the caravan, as they might need them if they are still alive when the elves have become bored with them. (players should look for things like water skins, clothes, food, etc. If it isn't clear to the players they need to be looking for stuff to help them survive, or not sure what they need, step in and explain that their character would know what they need to find). As the elves are continuing their festivities, and are preparing for the next round of matches for their gladiatorial contest, an elven runner sprints in and shouts information. The leader curses, and then shouts an order. The elves instantly drop what they are doing, echo the order, and then as one sprint off into the wastes. The players can then hear the droning of wasps. They can then see giant black wasps approaching, drawn to the carnage of the caravan. The wasps begin to attack, stinging people and carrying them off (a nature check will let a player know that the victims will be paralyzed and taken back to a nest and implanted with eggs, similar to a tarantula hawk wasp). This starts a skill challenge where the players need to grab as many supplies as they can (which they should have an idea of what they want to grab at this point), and then escape into the desert (they can roll to search for supplies or to escape and failures in either count towards failing the overall skill challenge, making them need to balance scavenging vs escaping). Failing the skill challenge results in a wasp stinging and attempting to carry one of the players off. This triggers an easy skill challenge where the players roll to wrest the player from the clutches of the wasp. In the unlikely event that this second skill challenge is failed, the player is carried off to a horrible death, and the player can select a new character as another person fleeing the caravan who helped them try and free the character.
When the players finally get free of the above skill challenge, they are told they were able to escape the 'main body' of the wasp swarm, but a smaller group of wasps have broken off and followed them. The players then fight the wasps. This is the second encounter of the adventure. If a character was almost carried away by a wasp in the pervious skill challenge, that character is slowed for the encounter.
The players then need to figure out where to go at this point. Maybe they looted the map they heard about, or they need to justify knowledge skills that would let them where a place to go is, or they can figure out what the heading of the caravan had been. Regardless of where they head, they will be heading towards a water source (as their characters know they will die otherwise). The players then enter into a set of endurance skill checks, that is made easier or shorter based on how successful they were at gathering supplies. Failures take healing surges. Keep track of the healing surges lost due to this. The goal is to get them low on healing surges.
The players eventually make their way through the wastes to the welcome sight of the greenery and vegetation of an oasis. The characters should be informed that they know oasis are usually dangerous places to linger as water is scarce. The oasis turns out to be eerily quiet. As they approach the oasis they see the corpse of some nasty desert creature of some sort. Inspection doesn't revel any injuries, and appropriate skill checks indicate that it was poisoned. The players can enter into a knowledge skill challenge. They need to figure out that it was the elves that poisoned the water source (they poisoned most of the water sources to weaken caravans passing through the area), and they need to figure out that elves rarely poison water sources with poisons that don't have nearby antidotes, and they need to identify the poison and then find what they need locally to make the antidote.
If they are successful in the skill challenge and prepare some antidote to purify some water, just as they are ready to use it, they are ambushed by other survivors from the caravan that leap out from the underbrush where they have been spying from. This the third encounter of the adventure. The other survivors are not interesting in sharing and want the secret of the antidote for themselves. It would take some really impressive diplomacy or intimidation to keep them from attacking. The players will hopefully be running very low on healing surges from the endurance checks at this point, to make the fight feel desperate. Once the players win, they can drink the water, and recover some healing surges they lost (unless they are doing well on healing surges, at which point they don't recover any).
If the players fail the skill challenge to discover the antidote, then they need to find an alternate water source. A little bit of searching near the oasis lets them discover some nasty looking cacti with some desiccated bodies near them. Plants on Athas can be really nasty. As the players try and approach the Cacti, they attack and try and suck out their blood. This is the alternate third fight of the adventure. When they defeat the cactus monsters, they can get some water out of them.
The players need to figure out where to go from here. If they don't have the map and they fought at the oasis, one of the bodies has the map on them. If they fought the cacti, then the desiccated bodies were survivors from the caravan and one of them has the map on them.
The map indicates the suspected location of a nearby slave tribe village. There really isn't much else they can go to, not without better preparations at least.
When the players reach the slave tribe, they are met by armed members of the tribe. The slave tribe members are cautious, but are not unfriendly towards the players, as they are escaped slaves as well. They are told to behave themselves, and that the tribe will allow them one day of welcome in the village (but not an extended rest), and if they wish to stay longer they must prove themselves of worth to the village. They explain that potential allies are not those who need help to survive. Potential allies are people who are worthy on their own and made powerful by association with others who can survive on their own. If a character has died and hasn't had a chance to be replaced, then that character can be replaced by another survivor that has reached the village.
The players need to enter into an information gathering skill challenge. They need to talk to the various members of the tribe or make observations, to allow them to figure out what they can do to prove themselves to the village. Three possibilities should come out. They only need to do one, and its the fourth encounter of the adventure.
First option. A mated pair of dangerous predatory desert monsters live nearby. They would need to track them down and kill them. An encounter with two elite monsters. The hides and bones provide useful material for making weapons and armor.
Second option. There is a nearby ruin that nobody has come back alive from investigating. The players go, its an ancient defilers ruin and trapped. Overcome the traps and recover a cache of a few metal artifacts and bring them back to the village.
Third option. A gith scouting party has been recently spotted nearby. The village leader is preparing to put together a war band to hunt them down and drive them off the next day. If the players beat them to the punch and kill all the gith it should impress the village.
The end result of the adventure is the party being accepted by the slave tribe and allowed to stay as allies, and either be part of the tribe or to work at gathering supplies until they are ready to set out to travel toward Tyr.