Dark Sun: A Past World Palls; D&D 4e

1/10/2013 recap: Marauders End

Sand began spilling into the dungeon. Shakon, Darrok, and Karmon narrowly escaped being buried alive. They defeated the monstrous snake in the final hall and discovered a fragment of a crown. They eascaped through the sealing, finding a rare spring to drink from. They defeated a band of Tareks, and stole their small silt skiff to escape being caught by what appeared to be a giant slithering castle.

(The players completed the adventure marauders of the dune sea. It only took since summer 2012.)

Items acquired:
-Crown of Dust (crown fragment)
-Sandstorm Weapon: Carrikal
-2 Rubies
-Urikite Coins
-Beetles and Fruit (all consumed)

6/11/12 recap
storm's edge ct'd

Shakon continues into the dungeon alone. He meets a Gith slave driver with two psionically bound captives, and the body of Karmon. Combat ensues, and the chaos leads all characters but Darrok, a Mul, to be sent into a swirling cauldron of souls [for as strange as this would be in a FR campaign it is ten times as strange in Dark Sun]. Darrok saves the characters by simply ripping them out of the cauldron and necrotic taking damage. Upon striking a door, a dust devil spurts out of the mouths of each one of the characters, and the skeleton on the throne in the room animates. Combat ensues and nearly leads to the death of many of the characters. Once the enemies were thwarted, the characters had to deal with the sand pouring into the room. They sat on the throne and had a startling, epiphanic vision of their home world covered is lush green. They discover shrines that represent both Kalak, the late sorcerer king of the now-free Tyr, and Hamanu, the sorcerer-king of the Urikites and arguably the most militarily powerful. This is curious because in Tyr rumors lead to the general concensus that Urikites killed Kalak. These two once vied for the top spot on power over western trade. The session ended with the characters nearly suffocating in sand and finally bursting open a door by inserting the proper liquids into the two urns.

Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.


Brief recap: A happenstance intrusion into a street battle within the walls of the newly freed Tyr, Karmon and Shakon were defeated by a Templar (as he must be since he openly sinned by using arcane magic). Rather than die or awake shackled in the slave markets, our heroes found themselves in a hazy room with a newly inscribed scorpion tattoo on the inner left wrist. Shakon had a psionic vision in his dream, with nearly hallucinogenic realism. The image of a plain face seated in sand lead the pair through a desert filled with raider camps and crystalline spiders directly to the moth of a cave, carved into a face- at the heart of a stationary sand tornado.

The team defeated a hedjekin tribe, and opened the entrance to a hidden temple. Two undead, with preserving sand spilling from their orifices, and two flaming bodies of human bone killed Karmon and did nearly the same to Shakon. Shakon saved Karmon by discovering a strage fluid filled with light and vitality, and subsequently killed her again by spoon feeding her a similarly powerful but incompatible fluid.

Shakon lies in the halls of a Temple, a weeks journey into the hellish desert, with only his the corpse of his effeminate counterpart to call his friend.

Perhaps the soul does not leave the body as an entity, but rather coalesces into the endless seas of eternity. But the one thing you remember from your time under is blackness. What this means is at Karmon’s discretion, but the one feeling she could not shake was that this meant that her life in this hell is real. There is no other life. Few Athasian philosophers have heard of “planes,” fewer understand them. It is only through epiphanic fear that you begin o juggle with these terms. Then you die.


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