Dark Sun: Shadows over Tyr

Back to Tyr

Characters present: Theren, G’lar, Content Not Found: maleus

In which the party packs up and leaves the village of Kled

Having helped rid the village of it’s Banshees, the caravan is loaded with supplies for the return trip. The material for return is unfortunately a bit minimal: a stocking of dwarven-brewed ales, some linen bolts and a few miscellaneous artifacts from the dig.

As the party is preparing to leave, they are joined by a dwarf from the village who seemed … anxious … to put the city behind him.

The group notices a marked lack of northbound traffic on the caravan road, and little enough sign of southbound traffic. It almost seems as if the road is in danger of being overtaken by the desert.

When the party reaches Tyr, the guards are noticably more thorough in examining incoming caravans; inspecting the wagons and trade goods, and examining each of the caravan members before allowing them into the city-state. G’lar ends up speaking with one of the guards, and after a judicious bribe and registering where they will be staying (a hole in the wall called The Kank’s Bottom) the caravan is allowed through the gate.

(dead caravan factor)
(conversation with Theren’s old merchant house — will have to travel to Ianto’s main headquarters)
(enlistment in a strike-busting excerise)
(confrontation with striking farmers in the outskirts of Tyr)
(guard the sleeping farmers, end up fighting off a Belgoi attack)

Banshee under Kled

= Kled
The players took on the responsibility of putting together a supply caravan and running it out to the Dwarven Village of Kled. Most of the party’s own funds, went towards the caravan, and a number of benefactors and debts were taken on to help fund the caravan’s voyage.

Two passengers were taken as well: A dwarven potter named Redgar, and Marcus Asticles.

The journey itself was uneventful. The small caravan made it into the village of kled with relatively little fuss, though Theren notes that the roads are disturbingly empty once past the fork at Fort Skonz.

Upon arriving at Kled, the supplies are greatfully received, though the Dwarves have little to pay in return for it. Some gold and much larger supply of rough linens are traded for the silk Theren brought with the caravan, and the water supplies may be restocked. The iron and tools, still to be shaped by the smiths in the village, are not so readily compesnated, however.

= Beneath the village
The village elder, the uhurumas tells the group that, normally, they’d try to trade some salvage from the mines beneath their city … but a rather delecate situation has come up. He is loathe to share it with outsiders, but due to the nature of the problem, his own warriors are unable to help. That is why he had sent for Marcus Asticles.

It seems one of the Dwarves died in the mines under Kled, and has risen to haunt his tomb as a Banshee. The party agrees to decend into the mines to help put the undead to rest; Marcus insists that he must accompany them.

When the group leaves the next day, they find a gang of Dwarves guarding the entrance to the mine. They feel that their elder has overstepped his bounds by sending the outsiders, and they will not allow the group into the mines. A potentially violent situation is diffused when Skamos negotiates an agreement wheren each of the companions will be searched when they reach the surface, to ensure that nothing has been stolen.

= The Banshee
After some twists and turns — and a couple of fights with some very large insects — the party stumbles out of the rough-hewn mineshafts and into … an enormous stone cavern. The ceiling is supported by pillars, some 25 feet high, and while the room itself is now filled with rubble, the room is still impressive.

There is little time for reflection, however, as the Banshee bursts forth, letting out a horrible wail. The fight is long and tough, however the group finally manages to defeat the banshee … for a few moments. It soon rises again, however. The horror of this spirit becomes apparent, as it seems to rise again and again.

Marcus Asticles moves to the middle of the room, and charges the group to keep the banshee busy. He begins chaning and drawing chalk outlines around the orb retreived from the brickyards in Tyr. After another grueling fight, the ritual is completed, and the Banshee does not rise again. Marcus throws a silk cloth over the orb and replaces it in his stachel.

It is time to leave this place….


Okay, I’ve been really bad about keeping the campaign log up to date.

The quick summary:
The PCs have returned to Tyr, and begun trying to get a caravan to return to Kled. They found the factor of House Ianto, shut in a shabby excuse for an office in the Merchant’s district. He has revealed that the house has fallen on hard times since the death of Kalak, and is no longer able to mount a caravan on it’s own. The party will have to find investors to aid in the endeavor.

Meanwhile, the party has made contact with Marcus Asticles, and delivered the psionic crystal to him. After viewing it privately, he has asked the PCs to gather some items for him. After a particularly careless shopping trip in the Elven market, the party has earned the enmity of a Tyrian guard-templar. Injured and shaken, the PCs make it back to their Inn.

The Orb

in attendance: G’lar, Skamos, Robert Lach’s character, Bruek (names forgotten)

Marcus asks some of the characters, more able to conceal themselves, to head to an old safe-house in the Brickyards to retrieve an item concealed within. He believes that the safe-house should be abandoned, but to help navigate the city, he sends two of his associates along with the players.

The brickyards are eerily empty, considering the dense crowding of the Warrens, however the players find that the safe-house is not empty. Apparently, it was an old tavern, and several thugs have taken up residence … and they did not take kindly to interruption. Fight ensues.

After a long combat, where the survivors are sent running from the house, the characters perform a systematic search of the safe-house. After a couple of hours, the finally find the orb in a barrel of rancid ale — the other barrels were perfectly fine, and probably what the thugs were getting into.

Getting the money

G’lar, Theren, Bruek, Crani-Ack

Returning to Marcus, he announces that he will be traveling with the caravan to Kled, and that it would be better to leave sooner, considering recent events. The party agrees, and a group make their way to the Ianto factor in the merchant district.

The factor says that they can get the supplies and materials together for the caravan, but the group will need to help finance the caravan in order to make the trip, on the order of 500 Tyrian Sovereigns. Lacking investors, the party searches some of their contacts, looking for money.

The group queries Marcus, who suggests that he may be able to scrape together 100 Sovereigns for the trip from his own organization’s liquid assets. He also suggests that the players may be able to save some money on guards, providing they take on that role themselves.

Theren visits some contacts at the merchant house he usually works for, House Marinth. With the promise of a 20% return, and a personal favor to his contact alexus, Theren manages to secure a 200 Sovereign investment. He also promises to carry textile samples, with the understanding that further textile trade will go thought House Marinth.

Bruek makes his way to the craftsman’s district, where he meets with Barden, a local friend with connections in the dwarven community. He finds a Potter named Redgar who has made it his focus to deliver the messages gathered from within the dwarven enclave in Tyr to friends and family in Kled. Another 50 Sovereigns is contributed to help with the caravan.

G’lar and Crani-Ack decide to try their hand in the local pit-fighting ring. They wager some coin on themselves in a matched-pair combat, and clash with their arena opponents.

Unfortunately, the pit-fighting ring is broken up, shortly after G’lar is knocked unconscious. The crowd and the fighters scatter to the alleys, and G’lar wakes up to find himself hoisted in the fist of a half-giant. The templar in front of him speaks deliberately, and maddeningly vaguely, of a story he heard about a mismatched group bloodying the nose of a fellow templar, Octavian. Despite the maddeningly slow pace, it is obvious to G’lar that the templar is laying it on thick, and is filled with a particular mirth at the anger of the other templar.

G’lar is delivered to a jail for holding; meanwhile the rest of the group receives a mysterious messsage, identifying where their friend is being held. G’lar is held, unaccountably on his own, with a light guard in a jail near the brickyards, and with some effort the rest of the group manages to break him from his cell. It is now time to leave the city

Bells, the bells

(In attendance: G’lar, Theren and Skamos)

The party arrives at Fort Skonz, a House Wavier holding strategically located at the intersection of the roads leading to Tyr, Urik and Balic.

With such a strategic location, it would make sense that the fort would be a hub of activity, but it seems that the opposite is the case. After questioning the gate guard, it is revealed that very few caravans have passed through the fort in recent days. The guard isn’t sure what to make of it.

Within the Fort, the group makes a beeline for the Inn. After ordering a round of Kank honey from the surly bartender, the group notices a brown elf sitting in the corner of the inn. According to the innkeeper, the elf had staggered in from the desert the day prior, and hasn’t moved since. When the group attempts to interrogate the elf, they find him cataonically unresponsivie, simply repeating the same phrase over again: “The bells, the bells.” They managed to shake him, but the only additional information is along the lines of “The bells, they came in the night. Everyone gone, swallowed by the bells.”

Other attempts to gather information within the fort are more fruitful, and the party finds that the southern traffic seems to be somewhat declined, and the northern traffic to Urik is all but dried up. The bartender opines that it’s because no caravan wants to travel to Tyr and risk having their slaves “stolen” from them; especially when Tyr is nearly out of anything worth trading. Several have observed that with the Iron mines closed, there’s little that will entice the trading houses to risk the chaos in the city.

The group stocks up on supplies the next day, and signs on to travel with a small supply wagon heading to Tyr. The human and the dwarf responsible for the wagon are members of the fort’s staff, representatives of House Wavier. During the trip, the wagon is attacked by a band of Ssurrans, and nearly fall to the lizards before rallying … but not before the dwarven trader, and one of their own, fall to the lizard sun-shaman’s curses. While the psion recovers, the dwarven trader does not — at least not fully.

Upon reaching Tyr’s Caravan Gate, the remaning trader thanks the group for their efforts and directs them to the location of House Ianto’s offices in the Caravan District.

Inside house Ianto’s office, a ramshackle old building in the caravan district, they find the lone representative of the trading house, halfway through an afternoon drunk. When confronted about the missing caravan to Kled, he despairingly admits that the caravan never left … House Ianto is too broke to mount the caravan to Kled. The last payment had been insufficient to cover costs, and the house has retreated to it’s facilities south of Tyr. Without the Iron mine, Ianto, once on the verge of becoming a major house, is left without a commodity to trade in.

G’lar suggests co-funding the caravan to get the needed supplies to Kled, but the trader laments that the banner of House Ianto still draws bandits and raiders. He needs to check in with the leaders of the house to follow up on G’lar’s suggestion, and asks the party to return in 3 days time.

The group hires a Draqoman to lead the party to the house of Marcus Asticles. When the arrive, they are greeted by gate guards, and a wrinkled old dwarf who claims he is the “sl…servant” responsible for running the household. He appreciates that the group has been asked to personally deliver a package to Marcus, but … there is no such person. This is the home of Agis, Senator of Tyr, and the Senator has no relatives named Marcus. He will bring up the question with his master, and asks them to return later.

When the party rests for the evening, they investigate the crystal they were sent to deliver, apparently to someone who does not exist. They determine that the quartz crystal is psionically attuned to a particular individual, apparently part of a telepathic ritual. Beyond that, they cannot be sure.

Stymied and exhausted, they bed down for the night.

Leaving Kled

After saving the village of Kled from near-certain dehydration, the party is determined to head back to Tyr. Content Not Found: Rikkon, seeing someone he belives he recognizes, vanishes into the village, telling the others he will return to Tyr in his own time.

The Uhrumas of the villages asks the party to find out what happened to the supply caravans that were supposed to have come to the village three weeks ago. The caravans were sent from a smaller merchant house in Tyr, House Ianto. Theren has rough familiarity with this group.

While the party is sitting in the rest-house with Caleum, a traveler approaches the group, and after some hesitant questioning, decides to join them on the road. He is (robert’s secondary character).

Before leaving the village the next day, another dwarf approaches them at the gates. He thanks them for their service in protecting the village, and asks them for a favor. A small crystal is shown to the group, then wrapped in a protective cloth. He asks that the crystal be delivered to Cladius Asticles.

The group leaves the village and begins the trek south to the Great Road. They suffer a few animal encounters along the way, and an apparent slaver ambush, but manage to make it to Fort Skonz in three day’s time. Here, they rest.

Story so far

A band of companions received a commission from House Shom to investigate the location of a mysterious ruin in the depths of the desert east of Tyr. Having stocked up on gear, they made their way through the wastes, working on little but a clue buried in an old song.

Unfortunately for them, they found it; a cavern hidden behind an unmoving sandstorm. … and here, they found that the were not the first group that House Shom has sent to find these ruins, as they aided the survivors of a previous expedition.

They made their way into the cavern, but found themselves stymied by undead, traps and a generally hostile environment. Deciding that the going was too tough, they made their way back to the surface, only to encounter a forward raiding party from the Black Sand raiders. After a vicious fight to escape, they fled through the desert, leaving the contents of the cavern to the raiders.

Without sufficient supplies, they made their way southwest, towards the Road of Kings, where Content Not Found: dustclad knew of an oasis near the village of Kled.

Upon arrival, they found the oasis poisoned, and fiercely guarded by a half-mad Mekillot. Moving on, the party saves a group of children from Kled, and they are brought into the village. After some much needed rest, they agree to investigate the poisoned well.

They find that the well turned up poisoned a few days after a group of Urikite soldiers passed through the village, “requisitioning” supplies before moving on. They also determined that the village was busy digging up … something … within the ruins surrounding the city. The dwarves would not say what.

After returning to the oasis and investigating, the party found some discarded leather pouches, containing a herb found near the Ringing Mountains; G’lar recognized it as a posion to which elves bear a natural immunity.

Following tracks from the Oasis, the players eventually come upon a pair of elves, whom they rescue from a band of gith, though not before one of them is shot by the players. The elves, Content Not Found: faan_ and _Content Not Found: janiah, lead the PCs through a ravine, towards their home encampment. On the way, they are separated during an encounter with an id fiend. Eventually, the players come to the encampment and parlay themselves to an audience with the elven chieftain.

The chieftain will hear no conversation, however, and has the bound party thrown into a pit for the night. Disarmed and manacled, the party is set upon by a group of elves, whom they manage to overcome … needing no weapons appears to come in handy in situations like this.

Making their way through the ancient citadel, they come upon a similarly imprisoned thri-kreen … speaking no common, they eventually determine that the ’kreen is the druid of the oasis, but he will not leave until granted an audience with the chieftan. The party returns to the main tower and subdues the elven leader, bringing him to the druid … who proceeds to eat the elf, with apparent enjoyment.

The group makes their escape over the wall, and makes their way back to the Oasis. The druid begins performing a cleansing ritual, and the party heads back to Kled.

The question is, where to from here?

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.


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