Session 39
Three Stories
Three Stories
As the group approached the outskirts of Altaruk, they encountered a band of elven raiders who promptly halted their progress, demanding an unusual toll. Rather than seeking coin, the raiders expressed an interest in basic necessities like food and water, along with seemingly mundane supplies. Despite the initial attempt to appease them with meager provisions, it became evident that the bandits' appetite was far from satisfied.
In the midst of this tense exchange, Safi, ever observant, discerned an anomaly in the elven raiders' speech—a subtle distortion in the slurring of their 's' sounds. This revelation prompted a swift transformation, as the apparent raiders revealed their true identity as Ssuran, robust lizard-like beings. A skirmish ensued, growing increasingly challenging until Safi, displaying quick-witted resourcefulness, harnessed primal powers to polymorph Shred into a klar, turning the tables in a surprising twist of events.
Approaching the dunes, their eyes caught sight of a cluster of weathered tents and makeshift structures nestled against the backdrop of ancient, wind-sculpted rocks. The Swiftwing elven encampment emerged, a humble yet resilient settlement in that unforgiving realm, with tattered banners adorned with the symbol of a swift-winged bird fluttering in the breeze. Drawing closer, they observed elves moving gracefully amidst the camp, their sun-kissed skin and desert-adapted attire blending seamlessly with the arid surroundings. The encampment appeared harmoniously integrated with the natural contours of the land, the tents and lean-tos crafted from weathered fabrics and repurposed materials.
The elves, keenly aware of their surroundings, cast watchful gazes upon the approaching group. Some engaged in communal tasks, tending to kanks and other creatures, while others practiced nimble archery or engaged in whispered conversations beneath the shade of makeshift awnings. A central fire pit crackled, surrounded by elves exchanging tales and laughter. The atmosphere exuded both resilience and a deep connection to the desert, with tints of red and gold from the setting sun bathing the encampment, casting long shadows across the sand. The arrival of the group sparked a ripple of curiosity among the Swiftwing elves, their expressions reflecting a blend of wariness and intrigue.
Approaching the heart of the Swiftwing elven encampment, the shifting sands beneath their feet seemed to echo the quiet tension in the air. Voronil Emberbreeze, the tribe's leader, stood beneath a weathered rock formation, dressed in flowing desert attire. Voronil's silver hair reflected an air of authority, though something seemed subtly amiss. The elven warriors surrounding them exhibited a tense watchfulness.
Invited to share the warmth of the central fire, Voronil spoke with a voice both resonant and guarded. The encounter raised questions about the Swiftwing tribe, leaving them to wonder if their commitment to tradition masked deeper, more enigmatic truths in the unforgiving realm of Dark Sun. With a measured tone, Voronil remarked, "Our tales carry the weight of the desert wind, travelers. Listen closely, for the sands speak truths known only to those who dwell within their whispers."
Voronil's eyes narrowed, and a subtle tension gripped the air as the group's words stirred displeasure. "Your presence is a storm in our tranquil desert. Begone before the winds carry away more than just whispers," he declared, refusing to divulge any information. The elven warriors around him shifted, mirroring their leader's disapproval. The group was escorted out of camp, and on their way out they heard murmurs of someone named Karadao and the Red Tower.
Recalling legends of a red tower nearby, the group decided to head there. As they traversed the rocky badlands, the arid landscape stretched before them, and the harsh sun cast stark shadows across the uneven terrain. Suddenly, they came upon an unexpected sight – two imposing thri-kreens, their insectoid forms wielding lethal gythkas, stood over a pouch in the midst of the desolate expanse. The rhythmic clicking of their mandibles and the skittering of their exoskeletons betrayed their predatory presence.
A palpable tension hung in the air as the insectoid creatures, clearly stalking some elusive prey, shifted restlessly. Hunger emanated from their intent gazes, and their pincers twitched with anticipation.
A discussion swiftly ensued, but the group couldn't think and act as one, making the thri-kreen nervous. When Grand made a subtle threat, the thri-kreen attacked. The brutal blows from the gythka of the thri-kreen threatened the party's very lives, but eventually, they overcame the bug-men.
Deeciding they had neither the supplies, nor the will to continue, they decided to head home. In the midst of their arduous journey back to Altaruk, the group faced an unexpected threat. As they rested amidst the rocky terrain, a sudden commotion shattered the eerie silence. A gith warrior, swift and agile, leaped from behind a large rock, weapon drawn and poised for attack. The distinct silhouette of the gith stood out sharply against the barren landscape.
The air crackled with tension as the warrior descended upon the group, its intent clear – to engage and confront. The group, caught off guard, rallied swiftly. A fierce battle unfolded, each move against the harsh surroundings revealing the warriors' determination. In the end, through strategic prowess and sheer grit, the group emerged victorious, the defeated gith a testament to their resilience in the face of unexpected challenges.
The trip towards the main camp of the eladrin had a strange feeling to it. It seemed blurry, with the landscape shifting in their peripheral vision. They walked for minutes and realized they had covered miles. Soon, they heard the irritated hisses of inix, the clicking sounds of kanks, excited screeches of baazrag, and the happy chattering of people.
Before they could spot the camp, out of nowhere, three eladrin warriors blocked their path. Their leader, a tall, regal, lightly-armored female wielding a white staff topped with a black glass sphere, glared disapprovingly at Tejasvin before turning to the group. “Who are you? What do you want?” The group answered honestly, and she, being unable to do otherwise though she very much wanted, let them pass.
Captain Omkara turned around, motioning the group to follow. After cresting a small hill, they entered an odd trade caravan, somewhat similar to what one would expect when a group of nobles joined up. However, it felt strange due to the eladrin's behavior and peculiar equipment and clothing. Four inix carried goods, while several kanks swarmed around the area, ridden by richly dressed eladrin. Other eladrin, wearing simpler clothing, took care of several baazrag or rode the inix. Their happy chatter suddenly cut short with the group's arrival. With a wave of her hand, Omkara motioned people to proceed, and just like that, their arrival was ignored by all except the richly dressed eladrin who quickly surrounded them.
“You can talk on the road. We have to hurry if we want to reach our campsite before nightfall.” With those words, the caravan started moving towards the south.
Before arriving at the camp, Enisha Samari, a small and proud elder eladrin, approached the players. She was genuinely grateful, although she appeared to be a bit absent-minded. Providing them with a gift as a reward for their aid, she then returned to the inix she had been riding upon.
While walking away, Grand heard her voice in his head: "Beware our food tonight. Don’t insult us by refusing it, but eat naught but your own supplies if possible."
For the next hour or so, the caravan made its way towards the campsite somewhere within the Maze. Again, the trip had a blurry feel to it. Eventually, the group arrived at a small valley and set up camp at the banks of a beautiful oasis, quickly turning the wilderness into a festival with a large open tent and a stage.
The eladrin nobles rode kanks and showed curiosity about the group and how they met Tejasvin. It quickly became clear that their curiosity was superficial at best, caring more about the dreadful belgoi attack, the group's skill in combat, and possibly the hunt and how that affected their own chances. Two of the noblewomen flirted with the handsome Shank. The eladrin specifically showed no interest in what the group had to say about the world beyond the Dragon’s Bowl, even flat-out refusing to talk about it if they brought it up.
One group had killed several gorak. The kill itself was not too impressive, but the story was humorous, telling how one of the hunters was overcome by the hypnotizing power of the gorak and ended up in a rather embarrassing situation. The story led to a lot of laughter and some good-natured jokes at the expense of the hunter, who took it with good humor.
The second group killed a wild inix, no small feat considering its size and powerful bite. They lured it into a trap, killing it without much risk to themselves.
The third group managed to kill two crystal spiders. They were not particularly good at telling the story, apparently having just blundered into the web and needing help from their two warriors.
The players then took turns relating their stories, some more dramatic and interesting than others, but overall, the eladrin were impressed. The players not only won the best hunt but also the best story, as judged by Enisha.
A feast was hosted by the eladrin to celebrate the successful hunt, with the players as the guests of honor. Throughout the celebration, they skillfully employed subterfuge and tricks to avoid partaking in the food, as warned earlier. All, that is, except Shiv and Shank. Shank failed to conceal his spitting out of the food, and Shiv replicated his faux pas, resulting in them being shunned for much of the celebration. Rest was not offered generously, as the drinking and carousing extended late into the night.
During the early stages of the celebrations, Enisha sought out Shank, inviting him for a private walk. Once alone, her demeanor underwent a radical shift, becoming more direct and assertive. She was keen to know where Shank had acquired the bracelet he wore.
After satisfying her curiosity and with Shank's polite inquiry, she revealed that she possessed a similar bracelet. It served as a poignant reminder of her brother, who had lost his life aiding the mul Obadias in escaping Samarthia. Enisha had crafted both bracelets herself—one for her and the other for Obadias—just before his departure from the Dragon’s Bowl nearly a year ago.
Despite knowing each other for a short period, Obadias and her brother quickly became fast friends, sharing common interests and working towards a shared goal involving the restoration of the world. The specifics of this endeavor remained shrouded in secrecy, as her brother kept it hidden, likely due to the dangerous nature of their mission. Enisha remained unaware of how they met or why Obadias was in the Dragon’s Bowl, but his grief mirrored hers when her brother passed away. Obadias had offered to take her away from the city, but she declined, choosing to stay with her children and husband.
Enisha expressed a desire for Shank to keep the bracelet, believing that a part of her brother's soul was imprinted in it. Given that Shank now possessed it, she believed it aligned with her brother's intentions.
In the peculiar flow of time within that unforgiving landscape, hours spent traversing steep and winding canyon paths seemed to pass without significant movement of the sun. The interconnected canyons extended endlessly, leading to a different culmination this time. Instead of the expected sight of more rocks and open sky, a wide green valley unfolded. At the valley's center stood a city of spires, intricately carved from the surrounding rocks. Brightly colored domes adorned the structures, their glittering surfaces reflecting the oppressive heat that made the air shimmer. The city's appearance, though real, held an otherworldly quality, reminiscent of a mirage.
Yet, the threatening presence of elementals, giants, and other enigmatic beings besieging the city shattered any illusions of tranquility. Makeshift barricades encircled the city, and scattered tent camps and dust clouds accompanying sizable patrols indicated a force not to be underestimated. Signs of prior conflict marked the city walls and the no-man’s land in front, but an eerie quiet now prevailed. Recognizing the elves' retreat into the maze, the group, along with Tejasvin and two guards, resolved to make their way into Samarthia.
The expanse between the Maze and the inner perimeter of the siege forces comprised two distinct terrains: rocky stretches intermingled with overgrown bushes and expanses of green irrigated farmland. This region, notably, lacked rigorous patrolling. Leveraging the aid of Pass Without Trace, the group seamlessly navigated through the area, evading detection with ease.
The elemental forces that assailed Samarthia exhibited both discipline and formidable power. Their initial plan had hinged on swiftly breaching the city, navigating to the artifact, and making a swift exit. However, they miscalculated the city's resilience, finding themselves ensnared in an unexpected siege. While leaders deliberated on their next move, they were determined not to allow the eladrin to slip away with their coveted prize during this interim.
Numerous camps dotted the area, and vigilant patrols secured the rest. Despite being under the lingering effects of the Trace spell, the group attempted a stealthy passage but encountered a persistent patrol. Swiftly and decisively, the group dispatched the patrol, overcoming the obstacle in their path.
Within the expanse between the improvised barricades and the city's fortifications, a stretch of several hundred feet stood as an empty, open no-man's land. Vigilant eyes from both sides scanned the terrain, rendering sneaking nearly impossible—except under the concealment of darkness or through the implementation of magical rituals. Engaging in overt activities resembling elemental forces was deemed undesirable, yet that's precisely what the group opted for, hurriedly making their way to the city wall.
As the sun cast long shadows in the late day, Tejasvin took the lead, flanked by vigilant guards. The tension in the air thickened as the group approached the towering walls, fully aware of the risks involved. Silently, they began the treacherous ascent, each grip and foothold carrying the weight of their mission. The distant hum of elemental forces and the constant threat of exposure fueled their adrenaline, turning the climb into a heart-pounding race against time. Driven by purpose and determination, they conquered the walls, their collective breaths held until the safety of the other side embraced them in fleeting relief.
Having successfully infiltrated the grand Lost City of Samarthia, the towering spires loomed overhead, a testament to the city's awe-inspiring architecture. In this enclave of delicate beauty, the relentless challenges of the desert world felt like a distant memory. A dreamlike atmosphere enveloped the surroundings, almost tempting the group to momentarily forget the harsh realities they had endured. Yet, the smoke billowing beyond the walls served as a stark reminder, accentuated by the heated debates of eladrin guardsmen, engaged in a fervent discussion about the recent offer from the elemental "raiding party-slash-delegation."
Upon arriving at Tejasvin's family estate, a sprawling compound adorned with thin, opalescent spires that gleamed in the sunlight, a sense of relief washes over him. The glass structures, resembling shards of desert sands shaped by the sun's relentless heat, ascend from the earth to the sky in a mesmerizing dance. Yet, the ethereal beauty is juxtaposed by vigilant guardsmen, their unease palpable as they stand at attention.
Welcomed by the guards, Tejasvin and the group are swiftly escorted to a regal eladrin noble lady. With golden hair, alabaster skin untouched by the sun, and piercing dark eyes, she appears both ethereal and commanding. Tejasvin breaks eladrin social norms, embracing the woman and introducing her as Urunjira. A sense of urgency hangs in the air as Tejasvin hints at the outsiders' quest in the city.
Acknowledging Mahlanda's bracelet, Urunjira inquires about Shank's connection to it, recognizing the deeply personal nature of the item. Sensing imprints of someone close to her mother and a male mul—the intended recipient of the bracelet—she discerns a newer imprint involving a human female and Shank. While unable to provide more details, she suspects only her mother holds the key to unraveling the mysteries entwined with the bracelet.
Urunjira reached out, intertwining your minds with the fey-wards of Samarthia. The once-clouded senses, liberated from powerful enchantments, now keenly perceive the irresistible pull of the mysterious artifact, its presence almost overwhelming as proximity increases.
A frenzied race ensues through the city, a blur of motion as an inexorable compulsion drives you forward. Tejasvin and his sister struggle to keep pace, trailing behind as you dart between impossibly thin spires and leap across ethereal bridges suspended in the sky.
Abruptly, you find yourselves in a wide chamber, within a spire distinct from the others. The walls, dimmer and thicker, lack the usual pearlescent sheen, making it challenging to discern their age or compare them to familiar materials. Faded reliefs etched or drawn onto the walls hint at the structure's antiquity, depicting figures gathered around an enormous tree beneath a great winged reptile, clutching scores of screaming humanoids in its claws. At the room's center, atop a simple glass table, rests The Artifact.
The appearance of The Artifact varies for each character, mirroring the weapon or implement they wield most frequently. Fazanna reaches out, and in that moment, everything plunges into darkness for the entire party.