In the last year this band of hired mercenaries, fugitives and slaves have battled ancient foes, crushed a legion of giants, braved the unknown hazards of the Sea of Silt, and even questioned the will of a Sorcerer King.

No longer simply smugglers for the merchant Hargo Vole; the party seeks a new home in the free city of Tyr. But will it be far enough away from the reach of Dictator Androponis and his Balican legion?

Active Quests

Manage quests...

Recent Posts

50-51 - the road to Tyr
Apparently lost the other updates, so a quick one here.

After escaping the gray, the party headed north to secure an alliance with Tyr, seeing as the people of Kalidnay are in desperate need of friends

A short stop witan sandbride and the party made friends with Dalton, a merchant from Altaruk.

Arriving at Tyr, it was apparent that gaining entrance would me nearly impossible due to the sheer magnitude of refugees outside the city. Instead, the party made a deal with house Wavir to enact revenge upon the Black Sands for killing family members.

That proved to be more difficult than gaining entry into Tyr. Zeburon was well guarded, and not the least bit concerned with an attempt on his life. Instead, he made a counter offer on house Wavir. All accepted, save Solaris. The battlemind was left behind to suffer the imagination of Zeburon.
Session: Session 51 - Sunday, Apr 06 2014 from 7:00 PM to 10:00 PM
Viewable by: Public
When one door opens, you gotta find a window...
These idiotic louts think that they can brow beat me into working for them. Or with them. Ha. Idiots don't even know what Immortal means... They probably all think that by destroying a things body that it all is okay. No concept of power. No idea of their own limitations and weaknesses.

A gesture, and a spell brings into being a scroll of paper briefly engulfed by flames. A second such gesture creates a pen, that shimmers softly before going dull in the weak light within the room.

The little imp brandishes the pen, flicking it deftly to apply his mark on the contract floating before him- a standard mercenary contract that stipulates what is expected of him, and what he can expect in return for his efforts. Tossing the paperwork down before the massive goliath woman, the little imp draws himself up to his full eleven inch height, and tosses the pen down onto the paper before her, a wicked grin crossing his tiny features.

"Sign it, and we can get to work making sure no one takes anything from us ever again" he barks out in a slithering squeak.

Sign it, and I'll use you to make certain I can never be summoned to this wasteland again. So troublesome, and irritating. Not even any power here...

"Hey, DWARF! I have an idea... if we worked some spells into the tree, that would disrupt magic, we could let the tree protect itself from anyone trying to use it to defile... including us! Do you think we could do that? The Principle is sound, Arcanely speaking, but I'm not sure if the Tree could handle it."
Viewable by: Public
Out of the Gray
Collectively, you can come up with a good approximation of the events that took place while in the Gray. When alone, however, your mind plays tricks on you. Sometimes you see shadows where there are none. When you gaze into a looking glass, it is a stranger who looks back at you.

Yet, you are out of the gray. Kalidnay is returned and the tree is safe, for now. The sorcerer-kings are aware of the emergence of a tree of life. Kalidnay is weak and full of immigrants with no knowledge of Athas. Regent Keflyn has requested you seek out and speak with the leader of Tyr and secure an alliance with the free City.
Session: Game Session 49 - Sunday, Mar 16 2014 from 7:00 PM to 12:00 AM
Viewable by: Public
It could be worse... Probably...
An uneasy night's rest is greeted with a mid morning fight that went very well. A couple of horrible mind numbing beasts with strange...feet claw things and a couple of terrible spirits. A couple of nice soft squishies rounded out the complement that were handily rounded up. (With only a short period of lost time for Pak'cha.)

The day wore on with the wagons coming just about on time. The pillar was knocked over with ease to block the path that the wagons could have taken, diverting them to a single path. The attack started off wonderfully, Harbek going to work on the caravan guards. Pak'cha leapt from the top of the tower, and unleashed a quick torrent of power, his every motion bringing pain, and death as everyone leaps into action.

Pak'cha moved into the cart, aiming to finish this fight by kicking everyone else out of the cart, and dumping them onto the ground by the feral Sanguine. That plan was cut short when the Captain of wagon train simply refused to be moved, despite every perfect technique thrown at him. A series of quick strikes by the Captain and the female beside him left Pak'cha falling... only to awaken in a barrel.

A few words from Crusher keep the lanky bug from exploding from the tiny wooden prison, though the stink of the fluid within the barrel can be felt soaking into his shell, shifting it's color to a deep rusty red.

A lifetime later, the barrel opens, and Pak'cha climbs out. A pair of robes later, they move the the big building, to the shadows of a garden where a couple guards are standing around a table where a smallish female is eating. Sanguine moves out to talk to the woman. a short time later, after Sanguine makes it clear that she and her friends mean no harm, Pak'cha moves out, hands held up in a gesture of non-violence. A few demonic things later and one clearly insane lady later, Pak'cha feels his fists closing as he settles into a quick stance, his vision widening as he prepares for what he thinks will be a fairly short fight, the ugly grayness of the world around him seeping further into his skin as he delves deeper into the gray, ready to use it to his advantage now, no longer feeling as friendly towards these bastards, a feeling of rage filling him though he doesn't know why...
Viewable by: Public
Session Recap!
After an (fortunately) uneventful rest the party quickly moved to enact their plan to return to Kalidnay and hopefully work with Sanguine's aunt, the 'Queen of Kalidnay', to get themselves and the city back to Athas and out of the grey. Their plan: Hijack a supply caravan going to city and use it to gain access without having to worry about city patrols. Once in the city Sanguine would smooth things over with her aunt and things would end with sunshine, happiness and maybe a hug or two. Unfortunately, Athas has a habit of making problems for plans.

The party was quickly able to locate where the caravan route but were discovered by a pair of scouts riding fiery beasts, after a small measure of effort though they eliminated the patrol and sabotaged a nearby pillar to block most of the road. Soon enough a caravan arrived and began to pass through when the party engaged them and the first problem with the party's plan manifested. The problem: Caravan guards like to live.

The party was able to quickly cause problems for the caravan with their various skills; Crusher was able to head off the first wagon merely by holding it's sergeant in front of wagon, forcing the driver to stop moving lest he run over his superior. Harbeck challenged the entirety of the second and third wagon's guards and succumbed only to their overwhelming numbers, Kalinth quickly brought his powers to bear and got Harbeck on his feet before striking down several of the small minions plaguing the dwarf. Pak'cha quickly moved in eliminating several more of the guards and preparing himself to pursue the third cart, now taking advantage of the brawl to escape, but was stopped by the commander of the caravan with a vicious strike. Sanguine moved in to try and destroy the remaining survivors when the plan's next problem manifested: Pak'Cha.... Was unconscious and about to be decapitated by a sergeant.

After a discussion as to whether or not to save Pak'Cha, the party decided they'd rather save the sociopath than not and brokered a deal with the caravan to ride in with the remaining caravan wagons, filling the holes in man power they'd just recently created. The caravan guards kept true to their words, likely out of a mix of fear and dislike for Kalidnay and got the party into the city. The party was able to subtly enter the palace, linking up with Mala and Scar who had procured disguises from the local guard, and began the process of making their way to where Sanguine believed her aunt would be eating dinner. Soon enough they quickly reached the garden and heard voices of various templar reporting to the Queen their lack of success in finding her niece and the success they had achieved in recapturing most of the escaped slaves.

Sanguine revealed herself to her aunt who was relieved to see her niece safe but soon unsure of things when she heard that her niece was in league with those that caused the great mess at the coliseum. Pak'cha and Kalinth both revealed themselves trying to clear some of the confusion and express interest in helping the Queen with her plan's to escape the grey when two more problems with the plan came up. Problem 1: Pak'cha has the diplomatic tact of a rabid Jhakar and succeeded only in angering the queen and Problem 2: The orb resting upon the top of Kalinth's trikal seemed to be recognized by her and resulted in her calling a Sanguine a whore, whether it be because Sanguine gets to bask in it's presence, or bitches be crazy is yet to be seen.
Session: Session 45 - Sunday, Dec 15 2013 from 8:00 PM to 1:00 AM
Viewable by: Public
1 comment
See more posts...
Game Master:
Dark Sun (4E)
33 other campaigns in this setting
Rule System:
See more...
Last updated by Ktulu (Ktulu)
on July 27, 2016 10:04
Last updated by Ktulu (Ktulu)
on July 27, 2016 10:05
Last updated by Ktulu (Ktulu)
on July 27, 2016 10:03