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Beyond the Tyr region and other questions

PostPosted: Tue Mar 07, 2017 7:01 pm
by Corsair14
I know they did the whole silly mindsea thing in the north, some kind of Thri Kreen empire I haven't found much on to the west, a black area on the map in the south and the Valley of Ash and Fire stuff in the east. Did they ever even give hints at what lie beyond these borders? As stated on the half giant thread, the detailed area is fairly small.

What is the goal of adventuring in Dark Sun? There likely isn't any mega dungeons and even if there was something like Undermountain, PCs could clear the first couple rooms and retire. What kind of treasure would likely be found that would motivate the PCs to continue exploring and doing stuff? It seems like DS could stupidly turn into Monty Haul very easily even with minor stuff from other campaign settings. Traveling around as a caravan guard probably only works a few times as the start of an adventure.

Re: Beyond the Tyr region and other questions

PostPosted: Wed Apr 19, 2017 10:51 pm
by Recklessfireball
This is merely my opinion, but I've always felt that Dark Sun was about surviving as a little fish in a big, mean sea and slowly becoming a shark. Survival is the name of the game in Dark Sun. You need to live long enough to survive, grow stronger, and rise to the top of the food chain. Most characters perish in the attempt; hence the character tree.

I do agree that megadungeons are probably rare on Athas, but the world has seen the fall of several civilizations and so it no doubt has legions of small dungeons buried beneath the sands, providing plenty of fodder for typical dungeon adventuring. Building your own power base while working to overthrow (or, at least, go unnoticed by) the establishment is also a big part of Dark Sun play.

Beyond that, it should depend on the goals and motivations of each individual character. One may wish to liberate a city state. Another may wish to use a slave tribe to found her own kingdom. Still another may want to discover the secret to becoming a dragon or avangion. Another may want to seize power from a noble, create a mighty Trading House, or become the greatest Gladiatorial champion in the Tablelands. And so on.

The possibilities are as endless as the imaginations of the players. :)

Re: Beyond the Tyr region and other questions

PostPosted: Thu Apr 20, 2017 2:14 pm
by Zeromaru X
Corsair14 wrote:What is the goal of adventuring in Dark Sun?


Survival, and in all. The world is the biggest enemy in Dark Sun... if the PCs don't do something, the world will die, and will kill'em all with it, regardless if they defeated Rajaat, the Dragon and every Sorcerer King of Athas.

Most of adventuring in Dark Sun is either trying to save the world (a dantesque task) or either trying to create your own fiefdom, and that implies dealing with big fishes that don't like anyone doing that on their turf. Recklessfireball gave you many great ideas about those subjects.

However, if your campaign is about just dungeon raiding, then... yes, Athas can become pretty boring. You need to mix political intrigue and character growth (as in, they need to become something: leaders of a Trading House, a new settlement, that stuff), if you want a living, exciting adventure on Dark Sun.

And Athas has its mega-dungeon. Ur-Draxa. Good luck surviving that. :twisted:

Re: Beyond the Tyr region and other questions

PostPosted: Tue May 09, 2017 2:44 pm
by Corsair14
What do you give for treasure? I can hardly see monsters in the desert hoarding ceramic pieces and a couple gold pieces will make them insta-rich. Hell, finding a few steel weapons and they can almost retire. What do monsters keep as treasure and what would you have in smaller funerary type tombs and such?

Looking up Ur-Draxa, haven't heard of that one.

Re: Beyond the Tyr region and other questions

PostPosted: Thu May 11, 2017 4:57 am
by Lord Torath
Ur Draxa is the city at the center of The Valley of Dust and Fire. The Dragon's home base.

The long game goals vary per group. Generally it involves becoming a Power yourself. Warriors raise huge armies. Mages and clerics become advanced beings, and psionicists have to deal with the Order. It's hard to level quietly on Athas once you hit level 9.

Metal and treasure from tombs and ruins

PostPosted: Thu May 11, 2017 2:17 pm
by Corsair14
Yeah I remembered it after I looked it up. I remember reading the actual book when on a trip with my dad years ago. Was hoping for some dank forgotten dungeon under a city state, and yeah I can make one I know.

The problem with any newly discovered tombs or ruins are if its post green age, ceramic pieces are going to be useless as they are stamped according to the city state so no worries of Monty Hall there. Maybe the owner and his elite dead body guard have good equipment, but even then, a couple metal swords and the PCs simply buy a villa somewhere and live out their lives.

Pre-green age tombs are even worse as every undead in the tomb is toting around metal weapons and armor and even a minor treasure for normal low level characters is a fortune in DS. A suit of plate in the real world was a Ferrari in costs. A suit of plate while unwearable in DS would be insanely profitable to salvage and once again, set for life in a nice villa in the country.

Re: Metal and treasure from tombs and ruins

PostPosted: Thu May 11, 2017 10:23 pm
by Zeromaru X
Corsair14 wrote:The problem with any newly discovered tombs or ruins are if its post green age, ceramic pieces are going to be useless as they are stamped according to the city state so no worries of Monty Hall there.


In those instances is when a few good fences and black market dealers can be useful in a campaign. A social encounter about the characters trying to sell those pieces to collectors (nobles, heads of merchant houses, templars, even an anon sorcerer king) can be as interesting as old plain dungeon-raiding.

Corsair14 wrote:Pre-green age tombs are even worse as every undead in the tomb is toting around metal weapons and armor and even a minor treasure for normal low level characters is a fortune in DS. A suit of plate in the real world was a Ferrari in costs. A suit of plate while unwearable in DS would be insanely profitable to salvage and once again, set for life in a nice villa in the country.


This is the reason i left pre-Green Age tombs to high-paragon or epic tiers (high levels, in 4e parlance). Yeah, you can send a low-level party to one of those. It doesn't means they have to survive, though. :twisted: