Skip to content

Dark Sun: Sands of Blood, Part 5

August 1, 2017

Concluding the story of an old 3E Dark Sun game. Our heroes (?):

  • Krik, a thri-kreen fighter-in-training, alone and hunting for a new clutch
  • Basal, a female half-elven earth priestess, wastelander healer
  • Karick Reshaw, a male human psion (kineticist), wanderer and guide
  • Aral Karef, a male human psion (kineticist), scion of the merchant houses
  • Kanyth, a male human bard, free-spirited story teller

Chapter 8: Before Sunset

Time passed slowly for the fort’s defenders. There was talk of sending out scouts, but Gorgoreth advised against it – previous patrols had left sight of the fort and were not seen again. In any case, there were no spare mounts and no one was willing to leave on foot. So, in their separate camps, the elves and the humans both waited out the days’s light.

Krik made several circuits around the wall, looking for signs of attack. When none appeared, he made a thorough headcount of the guards, to make sure no one had wandered off or been killed by a stealthy assassin. When no one went missing, the thri-kreen began to roam the hard earth beyond the walls, collecting arrows and looking for some sort of sign in the dust. Eventually he returned to the walls, but he could not remain still.

Kanyth retrieved his prized possession from his kit, a lute crafted in the tradition of the Tyrian master Arkaanion, and chose an Urikite song of war and triumph for the men and women clustered in the shade of the buildings. The bard’s fingers breathed life through the catgut strings and into the wooden body, and the instrument exhaled pure tones of joy in response. The music drifted throughout the compound on the slight breeze, drawing people out of the shade and towards the sound’s source.

Aral Karef sat in the shadow of the wagons, and meditated in silence.

When he opened his eyes, the shadow had moved to the other side of the cart and his body complained for want of sustenance. The sun cast dim rays over the camp from its position, low on the western wall. The psionicist got to his feet and headed over to a crowd surrounding a cook-fire in the courtyard.

Many of the outpost’s inhabitants and visitors were here, eating stew from wooden bowls. There was a small crowd with Kanyth at its center next to the fire; nearby, Basal and Krik were talking about food; off to one side, Laalresh, Gravik, Gorgoreth, and Karick spoke of the proclivities of elves; and in the back, Haalak ate alone, with a wide clearing around him. The man tending the stewpot handed Aral a half-full bowl and a heel of crusty bread. He sat and began to eat. Not bad. I wonder if I would think differently if I knew what was in it.

With a wary eye, Aral watched as Gorgoreth deteched himself his conversation with Karick and made his way over to Aral’s side. The imposing figure of the fort’s commander lowered himself to the ground next to the psionicist and gave him a thoughtful look.

“So you’re Karef’s boy. I can see him in your face, especially with that nose. How is the old man?”

“Y-you knew my father?” Ack, that was a stupid question. How many times must father have come here with the caravans? “He… uh, he’s in charge of security for Klethira back in Nibenay.”

Gorgoreth grunted. “He’s done well for himself. I knew he was headed for more than just guard duty. He was smart, you could see it in his eyes… and in your eyes, as well. So… they tell me that you’re an energy manipulator. That you just about single-handedly struck down all your attackers on the way here.”

“Well, uhm, me and Karick. He’s a kineticist too.”

“Yes, I’ve talked with him. He strikes me as a wastelander, or perhaps someone who’s taken on wastelander ways. He wouldn’t speak of his master or where he trained. What about you?”

“Academy of the Seven Stars, in Nibenay.” Now Aral was on more familiar ground.

“Ahhh… Now that’s a fine school. I didn’t realize we were paying your father that well.” Gorgoreth offered Aral a smile, seemingly the first that had passed over the commander’s face since the caravan arrived. “Tell me, is Chandrassa still teaching there? In my time, she was regarded as a walking nightmare, literally, by the stu-”

A ringing bell cut short the conversation. It was followed by shouts from the lookout tower.

“Elves! The elves are coming! Everyone to the wall!”

The End?

And that is the end of the recorded tale. I don’t remember much about that initial adventure, although I think it was based on the one 3E Dark Sun adventure published in Dragon magazine. Afterwards, I recall the party ended up getting into trouble in a hej-kin lair, and later still they got involved in the lumber situation in Nibenay that was alluded to back in the 1st post. They were joined by a psychic warrior PC and took on a merchant house that was run by yuan-ti. The game fell apart soon after.

Anyway, here are the stats for most of the characters, save for Basal the earth priestess and the psychic warrior, about whom I do not remember much.


Aral Karef
NG Human male Psion (Kineticist) 5

Ability Scores: Str 11 Dex 12Con 16 Int 16 Wis 13 Cha 9
Saves: Fort +4 Ref +2 Will+5

Combat: 
BAB +2
HP 27
AC 14 (10 + 2 leather armor + 1 dex + 1 amulet of natural armor)

Skills: 
Autohynosis +11 (8 ranks + 1 Wis + 2 synergy)
Concentration+14 (8 ranks + 3 Con + 3 Psicrystal [+4 Narrow Mind when attempting to become psionicly focused])
Disable Device +11 (8 ranks + 3 Int)
Intimidate 0 (1 rank – 1 Cha)
Knowledge (psionics) +13 (8 ranks + 3 Int + 2 synergy)
Knowlege (beuracracy) +9 (5 ranks + 3 Int + 1 background
Psicraft +13 (8 ranks + 3 Int + 2 synergy)
Literacy

Languages:
Common, Thri-kreen, Gith, Elven

Feats:
Psicrystal affinity, Imprint Stone, Enlarge Power, Narrow Mind, Psionic Meditation, Alertness (when psicrystal is within 30′)

Psionics:
Power points: 34
Powers known: Inertial armor, Detect Psionics, Far Hand, Crystal Shard, My Light, Catfall, Psionic Identify, Energy Missile, Elfsight, Swarm of Crystal, Dispel Psionics, Energy Cone

Equipment:
Leather armor, backpack, waterskins (4), traveler’s outfit (3), trail rations (4 days), bedroll, 50′ silk rope, belt pouch, tent, 5 sheets parchment, pen, ink, power stone of know direction and locationhorn of clairaudience, psicrystal (single-minded)

Animals:
kank (with saddlebags)


Krik
LN Thri-kreen male Fighter 2 (ECL 5)

Ability Scores: Str 16 Dex 21 Con 14 Int 12 Wis 15 Cha 9
Saves: Fort +5 Ref +8 Will +5

Combat: 
BAB +4
HP 34
AC 18 (10 + 3 natural armor + 5 dex) + 1 dodge vs one opponent
Initiative +5
Speed 40 feet
Attack +10 melee (1d4+3, claw); or +7 melee (1d8+4, gythka); or +9 ranged (1d6+1 20/x3, longbow); or +9 ranged (1d4+3, chatkcha)
Full Attack +10 melee (1d4+3, 4 claws), +2 melee (1d4+1+poison, bite); or +7 melee (1d8+4, gythka), +2 melee (1d4+1+poison); or +9 ranged (1d6+1 20/x3, longbow); or +9 ranged (1d4+3, chatkcha)

Skills: 
Craft (weaponmaking) +4 (2 ranks + 1 Int + 1 misc)
Craft (armormaking) +4 (2 ranks + 1 Int + 1 misc)
Hide +9 (4 ranks + 5 Dex)
Jump +41 (4 ranks + 3 Str + 30 racial + 4 speed)
Listen +5 (3 ranks + 2 Wis)
Move Silently +8 (3 ranks + 5 Dex)
Spot +6 (4 ranks + 2 Wis)
Wilderness Lore +6 (4 ranks + 2 Wis)

Languages:
Thri-kreen, Common, Elven

Feats:
“Dodge” Arrows, Exotic Weapon Proficiency (gythka & chatkcha), Weapon Finesse (claws), Weapon Focus (claws), Dodge, Mobility

Abilities
Poison (bite, Fort DC 13, 1d6/1d6 Dex), low-light vision, sleep immunity, +4 to Hide checks in sandy wastes

Psionics:
Power points: 2
Powers known: Control Light (1st-level manifester)

Equipment:
Gythka, chatkcha (4), mighty (+1) composite longbow, leather harness w/ pouches, waterskin, chalk, string (30 feet), flint & steel (yes, you read correctly), spices for meat, potionfruit of cure light wounds (1), tanglefoot bags (2), everburning torch, psi-tattoos of inertial armor (2)


Karick Reshaw
NG Human male Psion (kineticist) 5

Ability Scores: Str 10 Dex 14 Con 13 Int 17 Wis 13 Cha 11
Saves: Fort +2 Ref +3 Will +5

Combat: 
BAB +2
HP 18
AC 12 (10 + 2 dex)
Initiative +2
Speed 30 feet
Attack +2 melee (1d6, staff); or +5 ranged (1d3 19-20/x2, masterwork dagger)

Skills: 
Autohypnosis +11 (8 ranks + 1 Wis + 2 synergy)
Concentration +9 (8 ranks + 1 Con) [+4 when manifesting defensively]
Knowledge (heraldry) +7 (4 ranks + 3 Int)
Knowledge (local) +11 (8 ranks + 3 Int)
Knowledge (psionics) +13 (8 ranks + 3 Int + 2 synergy)
Profession (guide) +7 (6 ranks + 1 Wis)
Psicraft +13 (8 ranks + 3 Int + 2 synergy)

Languages:
Common, Thri-kreen, Elven, Gith

Feats:
Combat Manifestation, Psionic Endowment, Greater Psionic Endowment, Power Penetration, Psionic Meditation

Psionics:
Power points: 34
Powers known:

  1. Catfall, Create Sound, Empty Mind, Far Hand, Interial Armor, Matter Agitation
  2. Control Sound, Energy Missile, Knock, Sustenance
  3. Telekinetic Force, Telekinetic Thrust

Equipment:
Staff, stone dagger (3), bone dagger (3), masterwork bone dagger (1), backpack, bedroll, trail rations (1 week), waterskin, silk rope (50 feet), antler grappling hook

Animals:
kank (with saddlebags)


Kanyth
CN Human male bard 5

Ability Scores: Str 10 Dex 13 Con 12 Int 17 Wis 14 Cha 18
Saves: Fort +2 Ref +5 Will +6

Combat: 
HP 25
AC 14 (10 + 1 dex + 3 armor)
Initiative +1
Speed 30 feet
BAB +3
Attack +3 melee (1d4 19-20/x2, stone short sword); or +4 ranged (1d6 19-20/x2, light crossbow)

Skills: 
Alchemy +10 (7 ranks + 3 Int)
Bluff +12 (8 ranks + 4 Cha)
Diplomacy +18 (8 ranks + 4 Cha + 4 synergy + 2 feat)
Disguise +8 (4 ranks + 4 Cha) [+2 when acting in character]
Gather Information +13 (7 ranks + 4 Cha + 2 feat)
Hide +18 (8 ranks + 1 Dex + 10 circumstance – 1 armor)
Move Silently +8 (8 ranks + 1 Dex – 1 armor)
Knowledge (bureaucracy) +9 (6 ranks + 3 Int)
Perform +14 (8 ranks + 4 Cha + 2 feat) [+2 with masterwork instruments]
Search +11 (8 ranks + 3 Int)
Sense Motive +10 (8 ranks + 2 Wis)
Spot +10 (8 ranks + 2 Wis)
Use Magic Device +11 (7 ranks + 4 Cha)
Literacy

Languages:
Common, Elven, Dwarven, Thri-kreen

Feats:
Skill Focus (Perform), Trustworthy, Obscure Lore

Abilities:
Bardic Lore +11, Sneak Attack +3d6, fascinate 5/day, can handle poisons safely

Psionics:
Power points: 2
Powers known: Attraction (Will DC 15, 1st-level manifester)

Equipment:
Stone short sword, obsidian dagger, light crossbow, studded leather armor, masterwork lute, masterwork harmonica, disguise kit, backpack, belt pouches (3), waterskin, tanglefoot bag, poison (dark reaver powder x1, carrion crawler brain juice x1), wand of magic missile (1st-level caster, 16 charges), dorje of entangling ectoplasm (1st-level manifester, 46 charges), cloak of elvenkind, hand of glory

Animals:
kank (with saddlebags)

Advertisements

From → D&D, Dark Sun, Gaming

2 Comments
  1. Thank you for the visit to Athas 🙂

Trackbacks & Pingbacks

  1. Dark Sun: Sands of Blood, Part 4 | Daddy DM

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s

%d bloggers like this: