Dork Sun

Hejkin and Bandits
Filthy, dirty creatures in the desert. And NPCs.

The party manages to finish the fight with the kanks with few further injuries and decides to leave the fire elemental to its own fate before the storm or any other danger can catch up with them.

They find a mesa further into the Alluvial Wastes that seems like a reasonable place to camp for the night. Unfortunately as morning approaches a swarm of hejkin crawl down the mesa in ambush. The party is not caught by surprise and fights them off, even finding their hidden lair with a fresh water spring and in which the hejkin were holding a dwarf captive (Name?).

The dwarf is a miner and reveals that the hejkin have made their lair in an ancient elven lord’s barrow. The party finds the secret tomb and uncovers magical leather armor given to the shaman Aklatl and (? I forgot what the second item was and who got it).

(? I was falling asleep, why’d we go to the village? Did the dwarf tell us?)
The party then makes their way to a dusty village on a path through the Alluvial Wastes and in short order has picked a fight with the local gang lord masquerading as the sheriff of the settlement. The party prepares for a fight…

TO BE CONTINUED

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Burning Man, pt 1
Peace, Love and Sweaty Hugs in the Desert

The party members agree to stick together outracing the storm and make for Tyr at the prompting of Aramil and others. As the party travels across the desert though Gortek goes missing, the rest assume he succumbed to his wounds.

Meanwhile Agaroth and Orrhem have a chance encounter at an oasis and agree to make their own way towards Tyr.

Both groups of adventurers meet near the boundary of the Alluvial Wastes south of Tyr. Sensing no ill will, they decide to band together in their trek across the wastes. They soon encounter a stand of petrified trees and Agaroth (?) spies something odd hovering in the middle. It reveals itself to be a fire elemental scrawling questions in the sand with a flaming appendage.

Aramil is able to converse with the thing after Aklatl’s failed attempts to send his own elemental spirit to confront it. The party learns that the elemental is trapped in the present time and in this petrified grove. It is actually from the “Green Times” of Athas’ past. It pleads for assistance to return to the Green Times, but then disappears after warning the party moments before an attack by wild kanks.

The giant insects seize several party members in their mandibles, inflecting serious wounds. The party manages to kill one and bloody the other two soldier kanks.

TO BE CONTINUED

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An Obsidian Storm
And Multiple Near-Death Experiences

The campaign opens with the party members all part of a caravan outside of Altarek, either as passengers, slaves or guards. An obsidian storm rises up suddenly and the caravan master Jorvik and others are killed. The only survivors are the party members huddling in the rapidly collapsing caravan.

They agree to make a break for it together after grabbing provisions to survive their race across the desert. As the party members are grabbing their last supplies they’re ambushed by a party of silt striders. They manage to kill many of the striders, but in the process Aklatl, Gortek, and Aramil (?) are knocked unconscious, Gortek critically so. Aklatl’s supplies are stolen.

The silt striders retreat having scavenged sufficient provisions, leaving the party to recover and heal in the almost completely destroyed caravan.

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