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Tell me about YOUR DARKSUN campaign
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<blockquote data-quote="Najo" data-source="post: 3701140" data-attributes="member: 9959"><p>Years ago when I very firsted started running Dark Sun I had this same problem. I focused on the water, desert and survival aspect to much. The players hated it. After about the third try I launched a campaign in Nibenay (with forest and some elven ruins from the pervious age nearby) and had the players hired by one of Nibenay's High Templars to find something in the ruins. They explored, found what she wanted, and then when they were coming out of the ruined temple her and her goon squad should up and betrayed them, claiming them traitors against the king and she attempted to sieze the artifact from them. They were forced to escape into the ruined temple with the artifact, make their way through the catacombs beneath and out into the open desert and then into the hands of an elven tribe who protected that territory and whose ancestors used to live in the region. Three years later a political campaign involving three sorcerer kings, the veiled alliance, two elven tribes, a merchant house, an ancient elven prophecy regarding a savior for athas and the mounting unrest in and around tyr messing with the rest of the region and my Dark Sun campaign was a huge hit <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> The players started out as mercenaries (even a defiler amongst them) and ended up champions trying to fullfill the prophecy. The defiler even became a preserver. Unfortunately, they successfully infilitrated Urik's templars on their own and attempted a showdown with Hamanu in his sanctuary at 16th level. Wasn't pretty, and I did everything to keep them from doing it without taking their free will. They felt the prophecy was on their side... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f635.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt="o.O" title="Er... what? o.O" data-smilie="12"data-shortname="o.O" /></p><p></p><p>Humanu kicked their collective asses. But the campaign was awesome and it spawned two off shoot campaigns, one which revived the prophecy and allowed the character who had the elven artifact to be reborn without many memories of the events that occured years later when the artifact ended up in a merchant caravan and was found by a raider tribe with a perserver who noticed the soul bound in it.</p></blockquote><p></p>
[QUOTE="Najo, post: 3701140, member: 9959"] Years ago when I very firsted started running Dark Sun I had this same problem. I focused on the water, desert and survival aspect to much. The players hated it. After about the third try I launched a campaign in Nibenay (with forest and some elven ruins from the pervious age nearby) and had the players hired by one of Nibenay's High Templars to find something in the ruins. They explored, found what she wanted, and then when they were coming out of the ruined temple her and her goon squad should up and betrayed them, claiming them traitors against the king and she attempted to sieze the artifact from them. They were forced to escape into the ruined temple with the artifact, make their way through the catacombs beneath and out into the open desert and then into the hands of an elven tribe who protected that territory and whose ancestors used to live in the region. Three years later a political campaign involving three sorcerer kings, the veiled alliance, two elven tribes, a merchant house, an ancient elven prophecy regarding a savior for athas and the mounting unrest in and around tyr messing with the rest of the region and my Dark Sun campaign was a huge hit :) The players started out as mercenaries (even a defiler amongst them) and ended up champions trying to fullfill the prophecy. The defiler even became a preserver. Unfortunately, they successfully infilitrated Urik's templars on their own and attempted a showdown with Hamanu in his sanctuary at 16th level. Wasn't pretty, and I did everything to keep them from doing it without taking their free will. They felt the prophecy was on their side... o.O Humanu kicked their collective asses. But the campaign was awesome and it spawned two off shoot campaigns, one which revived the prophecy and allowed the character who had the elven artifact to be reborn without many memories of the events that occured years later when the artifact ended up in a merchant caravan and was found by a raider tribe with a perserver who noticed the soul bound in it. [/QUOTE]
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