Worldhopping to Athas, Jakandor, Rokugan and others

RichGreen

Adventurer
Hi,

I am due to send my high level PC party on a series of world-hopping adventures via a portal network. The portals are all meant to lead to ancient ruins, places of magical power etc where the PCs will come across monsters, treasures and NPCs unique to the world they've arrived in.

One of the intended destinations will be Athas. I have the 2nd edition boxed set but have only skimmed it. In the opinion of the well-informed members of this board, where in Athas should the portal lead?

Many thanks for your help!


Richard
 
Last edited:

log in or register to remove this ad

Into an archway leading into ... an gladatorial arena!

Into an archway leading ... next of a Dragon King looking fo a way to get to the outer planes!

Into an archway leading to ... a slave rebellion camp in a remote oasis.

Just some ideas.
 

Here are some notes on an island called Dragon's Palate; it's very close to a major city. It was part of an adventure I never did run.

A. The Island
1. Regions and Inhabitants. The Dragon's Palate is made of four main types of terrain: the rocky badlands of the southern two-thirds of the isle; the mountains called Fangheit by the natives; the verdant region north of the mountains; and the mudflats on the northern shore of the island.

Rocky Badlands are home to packs of roaming zhackals who chase down flocks of wild, flightless birds (erdlands and more distant cousins). No more than a half dozen beast-headed giants try to eke out a living here as well, although they occasionally attempt small raids on their mountain-dwelling neighbors. Other menaces, such as giant beetles (fire beetles and agony beetles), silk wyrms, and gaj may be encountered as well.

Fangheit Mountains are home to the Bone Shield tribe of desert giants who dominate the island. They herd sheep and tend orchards on the verdant plains below. Other creatures include colorful birds, rocs, and a clan of aarakocra.

The Verdant Plain remains so due to regular rain and three good-sized streams. The lush grasses and small shrubs of the area are guarded by a half-elven druid of great power. Some dangerous plants grow in wilder spots, as does esper weed. The herds of the giants and the tropical birds here are frequently menaced by giant spiders and centipedes, but by little else.

The Mud Flats are a deadly region located at the ends of the streams and come into contact with the Sea of Silt. They hide menaces such as kluzd and bogwaders.

The Sea of Silt, aside from its hazardous physical nature, is made more dangerous by the presence of siltrunners on the southern shore, and by floaters and ruktoi on the northern shore.


2. Buildings and Ruins. This area was once part of a great kingdom. Still visible in the badlands areas are the remains of stone foundations. Whether these buildings were once great fortresses, temples or town walls is now unknown. Occasionally, a traveler will find an area of ground that has collapsed into hidden tunnels beneath.

Two well-known ruins are the Watchtower Ruins of the mountains, and the Village Ruins of the eastern tip of the Dragon's Palate.

The Watchtower is actually a pair of towers that once guarded a mountain pass. One tower stands on either side of a deep, rocky gorge. The towers are linked together by a crumbling stone bridge. Passers-by report seeing lights moving about inside the towers late at night, or hearing singing and chanting. Rumor has it that the men who once guarded here wore suits entirely made of metal. Of course, such fables are discounted by sensible folk.

The village remains are of fairly recent origin. The giants of the mountains remember a time when this area was home to a rag-tag bunch of runaway slaves -- mostly dwarves and muls. Whether they packed up and moved on, or were victims of an attack of some sort is unknown. Now, the area is nothing but a jumble of stone.

The campsite and trading post on the western end of the isle is a very temporary set-up. A merchant house of Balic, run by elves, has set up shop here to see if they can make a profit selling "trinkets to the natives." They hope to trade baubles and beads for sheep, fruits and vegetables from the verdant plains of the giants. So far, their attempts have been rebuffed, although the aarakocra of the area have taken them up on an infrequent offer. Ezra comes here seldom, preferring to send associates to buy tools and news.

Ezra's Compound is the home of the ranger Ezra and his slaves. From here, they hunt and trap small birds and game for food, and raise a small herd of kank to trade to the giants or the elves. Ezra's main building is built of slabs of stone leaning against one-another; his fenced-in courtyard is nothing more than a ring of huge, half-buried boulders. The compound has its own water supply -- a deep well in the courtyard. During the night, six kanks can be found inside the stone walls of the courtyard; during the day Ezra lets them roam when accompanied by his slaves or himself.

3. Balic. About five miles due west of the campsite and trading post, across the Estuary of the Forked Tongue, is the city of Balic. Balic is the nearest city of any importance, and lies on the road to Tyr. On a calm day, when the wind doesn't kick up clouds of silt, one can barely make out the city from the merchant campsite.

Balic is built on a high, rocky bluff, and is surrounded on its inland sides by good fields of grain and orchards of olives. These areas are frequently raided by giants from the Silt Sea, and so are heavily patrolled by templar-led militia members (many of whom are slaves).
 

Thanks for these suggestions. I've found Balic on the map. Not sure what to do about all the creatures I have no stats and descriptions for though!

What's a good theme for a Dark Sun/Athas adventure?

Cheers



Richard
 

For PC's from another world? Trying to actually survive.:D

Seriously, for the monsters you don't have stats for, substitute the stats from another monster that seems similar to the ones listed.

Also check out Athas.org, they have great 3E conversions for some Dark Sun monsters (as well as a lot of other good stuff ;) )
 

another question

As the PCs are coming to Athas from another world (Oerth), how will the PC wizard's magic work? Will she end up destroying plantlife as a defiler as she prepares her spells? Could be interesting....

Cheers


Richard
 

Offically, IIRC, Athas has extremely limited access to the multiverse. This fact has been expounded upon in Dragon mag and in other discussion groups.

That is the reason that there is no gods of Athas, as there is no link whatsoever to the outer planes, and hence, no conduit for godly worship.

There is linkage to the inner planes, hence the elemental powers.

There is at least one link to the Astral Plane - there was an adventure (don't remember the name) which featured Githyanki setting up shop in some mountains in Athas.

Of course, you are not obliged to follow canon and do whatever you want in your campaign.

If you follow canon, however, here are some problem areas.

The clerics/paladins will lose contact with their deities until such time as they leave Athas.

Athas is very hard to reach, and should be even harder to leave. Spelljammer canon states that the crystal sphere containing Athas is cut of from the 'flow' and can't even be accessed by Spelljammer ships.

In short, no easy way in.....and no easy way out.

My two coppers.
 

no way out

The portal that takes the PCs there will be two-way so there is a way back.

The portal itself is the infamous eight-pointed star shape with the missing metal triangular plaques in WG5 Mordenkainen's Fantastic Adventure. Other portals will lead to Rokugan, Zakhara (Al-Qadim), Barsaive (Earthdawn), Jorune (Skyrealms of Jorune), Maztica, Jakandor and Harn. I figure the PC cleric will lose access to his goddess (Chauntea) in Jorune and Athas since the other worlds/campaign settings have an Earth Goddess type to grant spells. The idea behind the whole series of adventures is to actually use some of the many settings I've bought stuff for over the years. Each adventure should include elements of what makes each setting different from all the others.

Any other suggestions or comments are welcome!

Cheers


Richard

PS The PCs will be around 15th/16th level by the time they have gathered all the missing triangles and activated the portal network.
 

Re: no way out

RichGreen said:
Other portals will lead to Rokugan, Zakhara (Al-Qadim), Barsaive (Earthdawn), Jorune (Skyrealms of Jorune), Maztica, Jakandor and Harn. I figure the PC cleric will lose access to his goddess (Chauntea) in Jorune and Athas since the other worlds/campaign settings have an Earth Goddess type to grant spells. The idea behind the whole series of adventures is to actually use some of the many settings I've bought stuff for over the years. Each adventure should include elements of what makes each setting different from all the others.

So for Jorune...

Setting : a Skyrealm (what else...)
Encounters : humans with a little earth-tec trying to blast off a shanta, or some poor muadra... Ramian raiders... A Corondon, of course, and maybe the Eelshon-she-evid just for fun (should be a challenge even for 16th level characters ;)
Effects : The wizard should be affected to. You should work out a correspondance for spells and only those that relate to the relevant moons should work. Maybe most spells should default to orbs and bolts too...
 


Remove ads

Top