Dark Sun: Shadows over Tyr

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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