[Let's Make] Darksun Quest Ideas

Darksun is a lovely setting (as you all know), and it should be preached far and wide to all DM's and players to hear.

Starting DM's might feel intimidated by it, knowing not what adventures they can create in Darksun. So let's do them a favor and drop some ideas here.

Quest ideas should not be too long or too short, make sure it is at least two sentences and and make sure you don't exceed five sentences.

After the thread is finished I am going to format it as a PDF, so people could find it online and look it up for inspiration.

not a quest but a plot hook/story idea:

>a small village discovers deposits of a strange silvery metal that makes for better weapons than those made from iron
>the village is soon elevated to the status of a small city-state due to it's growing military power and trading influence
>turns out the metal is "cursed" and prolonged use of weapons/items made from it sickens or even horribly mutates users or anyone in their vicinity with a fate worse than lepers
>apparently the curse has no known explation nor cure, be it mundane, psionic o arcane
>the people of the village now must choose either to renounce their newfound power and be eradicated by the enemies they've created or accept their curse and become shambling monsters until they all die off

hint: the metal is radioactive

...

>>>/kys/

Funny.

What would happen to Athas city-states if you removed the sorcerer-kings from the playing board?

Why would you want to remove them? Their madness and character in part is what gives the city-states much of their flavor. Without them the Templars would lose most of their power and everything would explode in an open revolt and civil war, much like in Tyr I guess. The Veiled Alliance would see that as a chance and probably attempt to step in to fill the power gap. Warlords of the wasteland would also see this is a chance to sack the cities...I guess that as much as Sorcerer-kings are oppressive they are ironically also the last threads that keep some semblance of civilization together.

I'm going to start a Dark Sun campaign soon. I fell in love with that setting and it's genocidal, mesopotamian madmen.

Also, DS campaign that does not start with running away from slavery is a sad waste of motiff.

I will base mine on the first Dark Sun crpg game: The Shattered Lands. It's very comfy, not sickly hardcore as other titles of the era (game won't punish you for making a party with max stats), avalible on GOG and Dark Sun to the core. I recommend it, it's great primmer to DS and leaves plenty of ideas.

>Players are enslaved and thrown into gladatorial area. They finally run away, but learn about oncoming expedition to subdue free slave tribes in the desert and either enslave them again or slaughter to the last man. They manage to coin an alliance of free tribes and get a sick ass magical artifact, they defeat the expedition with. I will move story to Tyr and pull a Freedom arc later on them, because the expedition's fali nicely explains the shortage of slaves that constitutes Kalak's fall.

But there are few parts that expanded make good campaign theme as well:
1:
>A mad psion holds village hostage with his powers, having dominated the minds of the villagers. Dominated warriors were sold into slavery, where they remain, fearing the death of their relatives if they run away. Players are blackmailed to collect few last pieces of magical terryfying statue in exchange of their compatriots freedom. They must also do it quickly or the caravan with the warriors will leave for the obsidian mines. The statue is in fact a new, magical body for the psion, who will come back latter as a powerfull enemy when he finally finishes the statue and teases players into killing him.

2.

>Players have to find the powerfull preserver that is hiding in the irigation serwers under the city. The ratmen tribe knows his whereabouts, for they supply him. The daughter of the ratmen tribe was kidnapped by the other rat tribe. When players burst in for the rescue they discover that rats did it in exchange fo grain for the rat sect that worships state's sorcerer king by the will of his templar, that fallen out of grace and now prepares himself a rat army to make a turn in the templar's pecking order. In the meantime he passes time sacraficing locals to his liege. They free chief's daughter, and rebute counter attack of the rat fanatics and gain passage to the mage. It turns out he turned to defiling and he attempts to kill players in his evil experiment ridden lair.

Don't forget about the psurlons.