DarkSun JusticeInTyrAdventure
DarkSun JusticeInTyrAdventure
DarkSun JusticeInTyrAdventure
Justice
of
Tyr
An
Introductory
Dark
Sun
Adventure
Robo
Tony
Table
of
Contents
THE
JUSTICE
OF
TYR
PREMISE
INTRODUCTION
ARENA BATTLE
GLADIATORS
THE
BEAST!
VICTORY:
EXITING
THE
ARENA
5
5
5
6
7
7
8
8
9
10
11
13
13
16
16
16
CONFRONTATION
17
ABYUUKS
SHOP
MARKET
BATTLE
SARHAN
17
17
17
CONCLUSION
18
APPENDIX
19
LIST
OF
NPCS
THINGS
THAT
MIGHT
HAPPEN
NEEDING
TO
LIE
LOW
SKILL
CHALLENGE
WILDERNESS
SURVIVAL
SKILL
CHALLENGE
19
20
20
20
REFERENCES:
21
This
adventure
was
designed
as
an
introductory
Dark
Sun
adventure
that
would
be
more
story
focused
the
published
Dark
Sun
modules
available.
The
materials
provided
here
are
based
off
of
my
notes
with
added
commentary.
The
adventure
has
been
run
twice
for
groups
of
3
players
over
an
approximately
five-hour
session
and
could
be
adjusted
for
time
or
number
of
players
as
needed.
This
adventure
follow
a
murder-mystery
plot
set
in
the
city
of
Tyr
before
the
fall
of
Kalak.
This
adventure
has
only
two
guaranteed
combat
encounters
and
is
intended
to
focus
on
role
playing
the
interactions
with
the
10
major
NPCs
the
players
might
encounter
as
the
unravel
the
mystery.
Due
to
the
heavy
roleplaying
component
encounter-by-encounter
XP
stats
are
not
provided,
but
achieving
2nd
level
would
likely
be
an
appropriate
reward
for
beginning
players
who
complete
the
adventure.
Premise
The
players
have
been
set
up
for
the
murder
of
a
merchant
of
the
house
of
Madar,
and
must
fight
for
their
lives
in
the
arena.
Despite
impossible
odds
they
defeat
their
monstrous
opponent
under
curious
circumstances.
On
exiting
the
arena
they
are
faced
with
two
questions:
who
set
them
up
for
a
murder
they
didnt
commit
and
who
arranged
for
them
to
spared
certain
death?
Players
can
investigate
Tyr
or
attempt
to
escape
to
the
wastelands
via
caravan
work.
(The
story
assumes
players
are
motivated
to
know
what
is
happening
to
them.)
Investigating
will
reveal
that
the
shadowy
house
of
Tsalaxa
paid
to
have
their
execution
battle
fixed
and
leans
on
them
to
discover
who
is
behind
the
murder
and
the
cover
up.
Further
investigations
eventually
lead
them
to
the
Elven
Markets
and
a
confrontation
with
Sarhan,
an
operative
of
Urik
working
to
destabilize
the
Tyrian
economy.
DM Note: On Names
Many of the names presented here are lifted from Dark Sun modules in part or in full, (most
notably the house of Madar), because of my own lack of imagination with names, other
Dungeon Masters may wish to provide their own names for characters to avoid confusion
with other character in the Dark Sun universe your players might encounter.
DM Note: Who Framed the Players?
The conclusion to the adventure should reveal who framed the players for murder and for
what reason. A somewhat simple but boring option would be that the players were simply
in the wrong place at the wrong time, a better story will tie into the back story of the
characters. For example in my first run through one of the players was an ex-Templar of
Urik, and the players are set up by his old rival, a current Templar of Urik, who is hell bent
on seeing him properly punished. In the second run through one of the players was an
establish Halfling thief and pick pocket in Tyr, and as such a rival of the Elven gangs acting
as middlemen for the Templar.
Introduction
Suggested
narration:
You
awaken
to
the
sound
of
trumpets
nearby,
and
you
find
it
blends
rather
un-
harmoniously
with
the
ringing
in
your
ears.
As
your
eyes
clear,
you
notice
the
others
around
you.
Shaking
each
other
awake,
you
have
more
questions
than
answers.
Looking
around,
you
see
the
room
you
are
in
is
lit
from
a
large,
square
opening
above,
with
mostly
smooth
stone
walls
on
four
sides.
The
bright,
burning
sun
of
Athas
fills
the
room
with
light
and
heat.
More
sounds
now,
cheering
and
louder
trumpets
create
a
symphony
of
pain
and
anxiety
as
you
begin
to
piece
together
where
you
are.
You
see
a
hallway
leads
out
of
the
room,
but
several
stone
bars
prevent
you
from
passing
through.
A
figure
appears
on
the
other
side
of
the
bars,
a
Mul
clad
in
bone
studded
leather.
Compose
yourselves,
it
begins
so.
The
door
opens
for
only
a
moment
as
he
throws
a
large
bag
into
the
room.
Players
recognize
some
of
their
own
possessions.
The
Mul
(Bondar)
ignores
any
questions
from
the
players
and
leave.
They
are
in
a
stone
room
with
only
two
openings,
a
barred
doorway,
a
square
opening
in
the
ceiling
above.
They
are
alone.
Further
suggested
narration,
use
as
needed
or
in
response
to
player
questions
about
their
surroundings:
The
trumpets
increase
in
noise
again,
and
looking
at
your
companions
you
feel
an
imposing
sense
of
dread
wash
over
you.
As
the
final
moments
of
unconsciousness
fade
away,
the
floor
begins
to
rise
carrying
you
closer
to
the
daylight
and
the
sounds.
You
rise
about
30
feet,
and
your
heart
stops
as
your
eyes
confirm
your
fears.
The
entire
gladiatorial
stadium
of
Tyr
lies
before
you,
filled
with
patrons.
Loud
cheers
and
jeers
intermingle
with
the
trumpets
at
crescendo.
You
dont
remember
anything
that
led
up
to
this,
but
you
definitely
feel
groggy,
you
try
to
remember
what
happened
to
you
the
previous
day
but
struggle
to
remember
with
any
certainty.
You
feel
like
you
were
attacked,
probably
while
going
about
your
regular
business
in
the
Warrens,
that
would
certainly
explain
the
throbbing
headache.
The
crowd
quiets
to
a
restless
buzz
as
a
noble,
the
master
of
todays
games,
screams
out
the
charges
against
you:
For
the
high
crime
of
murder,
these
conspirators
are
Arena Battle
The
arena
battle
is
in
two
parts:
first
the
players
will
fight
two
rounds
of
combat
against
rival
gladiators,
then
their
true
opponent:
a
monstrous
Chathrang.
The
arena
battle
map
provided
with
the
Bloodsand
Arena
module
works
perfectly
for
this,
improvise
a
20x30
rectangular
shape
if
drawing
it
out
by
hand.
Gladiators
The
first
round
of
battle
is
against
other
gladiators,
possibly
other
citizens
of
Tyr
who
are
accused
of
some
other
crime.
They
shouldnt
be
fierce
opponent
for
the
players.
I
used
the
stats
of
the
Human
Slave
(p.64
Dark
Sun
Creature
Catalog)
that
seemed
to
work
well
as
simple
minions.
Using
one
more
minion
than
the
number
of
players
should
ensure
they
arent
wiped
out
immediately.
The
Beast!
The
player
battle
a
giant
lizard
(Chathrang
p.24
Dark
Sun
Creature
Catalog.),
an
impossible
fight,
combat
ends
after
four
rounds
when
the
beast
stumbles,
appears
sick
and
collapse.
Chathrang
Stats
I
modified
the
Chathrang
stats,
giving
it
additional
+25
hit
points,
but
half
damage
on
all
attacks
(ie
weakened)
and
removing
the
Retreat
into
Shell
power.
I
conceptualized
the
beast
as
an
ancient
Chathrang;
much
larger
and
a
bit
tougher
than
described
in
the
Creature
Catalog,
but
significantly
less
vicious.
DM Note: Running the Battle
The battle should be an exciting challenge to the players. The Chathrangs stats will make it
hard to hit on anything less than a 17, but reducing the damage should make sure the players
arent knocked down. Consider having the Chathrang use some attack on any remaining
minions. Adjust the length of battle as needed, for some players three combat rounds against
the Chathrang might be fine, other groups might enjoy playing as many as five.
On the Chathrangs final turn, have the creature move as if to make a major attack, then
stagger and collapse unexpectedly.
Victory:
Suggested
narration:
The
crowd
erupts
into
chaos,
some
cheer
your
victory
while
others
are
clearly
enraged
at
the
brevity
of
the
fight.
Some
of
the
fans
pelt
the
arena
floor
with
rocks.
Description:
The
narrow
corridor
you
are
in
leads
to
larger
corridor
that
leads
off
in
both
directions.
A
Templar
flanked
by
two
guards
stands
expectantly
in
the
corridor.
The
templar
is
a
tall
skinny
man
with
a
protruding
nose.
He
reads
haughtily
from
a
scroll,
use
a
bored,
possibly
nasal
(Ben
Stein?)
voice:
Kalak
the
great
praises
your
victory
in
the
arena
pits.
You
are
the
first
champions
to
ever
best
the
mighty
Chathrang.
Though
your
crime
of
the
murder
of
the
merchant
Darom
Madar
was
most
heinous,
Kalak
is
not
without
mercy.
For
your
victory,
justice
has
been
served
and
your
lives
are
spared,
be
on
your
way.
The
templar
is
dismissive
and
know
next
to
nothing
beyond
what
he
read.
The
Dusty
Mug
is
a
tavern
near
the
arena
(a
gladiator
player
character
would
likely
know
about
it.)
By
visiting
the
Dusty
Mug
the
players
might
learn
more
about
the
events
of
the
morning,
in
particularly
how
unexpected
their
win
was.
Suggested
description:
The
Dusty
Mug
is
a
hang
out
for
gladiators,
ex-gladiators,
and
those
who
bet
on
the
games.
Sanozar,
an
older
Dwarf
tends
bar.
Gavans
Curios
Across
the
way
from
the
House
of
Madar
is
this
small
shop
that
sells
collectibles
and
oddities.
Players
might
arrive
here
while
exploring
the
area
near
the
house
of
Madar
or
based
on
the
information
that
Gavan
Sul
is
the
proprietor
and
supposed
witness
Arena
The
Animal
Pits
Player
could
wish
to
investigate
the
holding
cage
of
the
beast
they
fought
for
signs
of
why
it
died
so
suddenly,
or
they
might
follow
Bondar
back
here
from
the
house
Tsalaxa
hoping
to
question
him
further.
Security
for
this
area
of
the
arena
is
minimal,
the
majority
of
the
group
would
need
to
make
a
DC
12
bluff
check,
though
a
gladiator
player
with
knowledge
of
the
arena
could
minimize/remove
that
challenge
entirely.
Bondar
the
Mul
works
in
the
Animal
pits
within
the
arena,
he
commands
a
group
of
human
and
Mul
slaves
responsible
for
the
care
and
upkeep
of
the
exotic
creatures
that
fight
in
the
arena.
If
the
players
question
him
here
he
will
be
much
more
likely
to
reveal
his
connection
to
House
Tsalaxa
in
hopes
that
he
can
get
rid
of
them
as
soon
as
possible.
The
Chathrang
pen
is
relatively
un-notable,
it
now
stands
empty.
It
is
a
large
musty
room:
one
large
door
leads
to
a
tunnel
that
would
take
the
creature
up
to
the
arena.
A
significantly
smaller
doorway
allows
those
who
feed
or
clean
up
after
the
creature
to
enter
the
chamber.
The
only
furniture
in
the
room
is
a
feeding
troth
along
one
wall.
The
troth
has
a
disgusting
mush
in
it:
dried
vegetation,
and
animal
matter.
A
player
who
makes
a
DC
15
Nature
check
while
searching
the
cage
would
find
the
carcass
of
a
venomous
snake
mixed
in
with
the
carrion
that
was
the
creatures
food,
the
source
of
its
poisoning
and
untimely
death.
This
information
could
be
helpful
in
getting
Bondar
to
talk,
or
simply
confirming
without
a
doubt
that
the
match
was
fixed
in
the
players
favor.
10
If the players are able to gain entry into the actual crime scene proceed with that, otherwise
the players will likely need to visit other locations in Tyr, and eventually talk to someone at
the house of Tsalaxa, before returning to the House of Madar and the actual crime scene.
The
Crime
Scene
If
players
are
successfully
able
to
gain
entrance
to
the
house
of
Madar
via
Bluff,
Intimidate,
or
Diplomacy
they
can
make
their
way
to
the
third
floor
and
locate
Daroms
chambers.
Through
this
skill
challenge
players
can
gain
more
information
about
the
actual
cause
of
Daroms
death
and
a
lead
as
to
who
might
be
behind
it.
Suggested
description:
Daroms
body
lies
on
the
floor
of
his
chambers.
His
arms
have
been
folded
across
his
chest
as
a
fleeting
sign
of
respect
for
the
dead,
but
his
placement
on
the
floor
and
the
rank
smell
of
a
corpse
lying
out
in
the
heat
of
Athas
for
over
a
day
is
more
than
unpleasant.
The
buzz
of
insects
fills
the
air.
A
casual
glance
suggests
that
Darom
died
from
a
blow
to
the
head,
a
smashed
chair
and
a
broken
vase
suggest
signs
of
a
struggle.
Investigation
Skill
Challenge:
Level
1
Skill
Challenge,
Complexity
2,
requires
6
successes
before
3
failures.
Check
the
Body:
Heal,
Nature,
or
Perception
can
be
used
to
study
the
body
(DC
12):
1st
Success:
You
study
the
body,
and
notice
a
tiny
but
deep
stab
wound
in
the
back
of
Daroms
body,
right
on
his
kidney.
2nd
Success:
You
realize
that
this
wound
does
not
seem
to
have
generated
nearly
the
amount
of
blood
you
would
have
expected,
and
was
likely
unnoticed
by
whoever
discovered
the
body.
It
could
have
been
made
with
a
needle
or
oddly
shaped
dagger.
3rd
Success:
There
is
a
faint,
greenish,
paste-like
residue
around
the
wound.
4th
Success
(requires
Nature):
You
recognize
the
paste
as
a
poison
made
from
a
specific
type
of
cacti,
the
act
of
making
it
requires
arcane
magic.
The
effect
of
the
toxin
would
cause
brief
seizure
like
behavior
followed
quickly
by
death.
Interview
Kania
Diplomacy
or
Intimidate
(DC
12)
Depending
how
players
gain
access
to
Daroms
chambers,
Kania
could
be
present
throughout
or
stumble
in
while
they
are
mid
investigation.
Consider
requiring
one
player
to
distract
Kania
with
roll
played
diplomacy,
intimidate,
or
bluff
checks
in
order
to
allow
other
players
to
continue
actively
examining
the
body/room.
11
DM Note: Crime Scene Skill Challenge
Both of the groups I ran this skill challenge with seemed to enjoy it, but be careful of the
constraints of skill challenge vs. player imagination. Also make sure that the skill challenge
requirement are appropriate to the stats of your players; for both groups I adjusted which
skills were required and at what DCs to make sure I was not creating an impossible scenario.
12
13
14
15
Rheys
Apothecary
Located
in
the
noble
district,
Rheys
Apothecary
stocks
medicinal
herbs
and
incense,
but
some
players
may
have
been
around
Tyr
long
enough
to
hear
the
rumors
of
arcane
items
being
sold
here
on
the
shy.
Rhey
Khal
is
the
proprietor.
If
players
arrive
here
it
would
likely
be
after
investigating
the
crime
scene
and
wanting
more
information
about
a
how
Darom
madar
was
poisoned.
Rhey
rebuffs
any
questions
about
a
poison
dagger,
but
if
badly
intimidated
(DC
25)
he
will
divulge
that
he
provided
a
recipe
to
Abyuuk,
an
elf
who
deals
in
the
Elven
market.
A
character
particularly
familiar
with
Tyr
and
the
elven
market
will
know
the
name
Abyuuk
as
a
deal
maker
in
the
Elven
market
who
acts
as
a
go
between
for
Elves
looking
to
make
coin
and
those
with
the
resources
to
pay.
Elven
Market
Description:
The
elven
market
is
located
on
the
edge
of
the
warrens,
but
despite
the
dangerous
locale
it
is
a
frequent
destination
for
visitors.
Stalls
and
tables
clutter
the
alleyways
with
few
permanent
structures.
The
wares
available
here
vary
wildly
from
worthless
baubles
to
black
market
goods
available
nowhere
else
in
Tyr.
Player
eventually
arrive
in
the
elven
market
after
finding
a
variety
of
clues
suggesting
that
an
elven
gang
is
connected
to
the
murder
of
Darom
Madar.
Ultimately
they
will
end
up
at
Abyuuks
shop,
but
without
some
kind
of
lead
finding
a
poison
dealer
will
require
some
degree
of
creativity.
Elven
Assassins
Entering
the
Elven
Market
will
cause
the
players
to
be
followed
by
a
pair
of
Elven
assassins
(notice
with
a
DC
15
perception.)
If
the
players
realize
they
are
being
followed
they
can
react
however
theyd
like:
they
can
attempt
to
evade
the
assassins,
split
up,
trap
them
or
confront
them.
If
they
get
into
combat
use
stats
2
Dune
striders
on
page
44
of
the
Dark
Sun
creature
catalog.
DM Note: Dealing with the Elves
This scenario played out very differently in the two different versions Ive done of the
adventure. In one, the players confronted the elves in the street and ended up chasing them
back to Abyuuks shop where a fight broke out. I used a variety of skill checks as a mini skill
challenge as players struggled with them and the followed them through busy streets and
across rooftops. In another run through players planed a way to box the elves in, forcing
them into combat. This allowed them to defeat and question the elves and approach
Abyuuks shop secretly where they were able to eavesdrop on some helpful conversations.
16
Confrontation
Eventually
the
players
will
make
find
their
way
to
Abyuuks
shop,
either
by
following
or
interrogating
the
elves.
(Vimak
might
offer
the
location
as
helpful
if
they
somehow
get
stuck.)
Here
they
will
discover
the
Abyuuk
has
been
working
for
the
Man
in
Yellow,
and
a
major
fight
will
break
out
in
the
market
place.
Abyuuks
Shop
Description:
Abyuuks
shop
is
a
squat
small
structure,
but
given
that
most
merchants
and
traders
in
the
Elven
market
operate
out
of
tents
and
carts
it
does
bare
some
distinction.
As
the
players
approach
Abyuuks
shop
theyll
find
him
arguing
with
a
man
in
yellow
robes
(Sarhan).
If
players
are
actively
chasing
the
elves
through
the
market
a
fight
will
brake
out
immediately,
otherwise
the
player
might
have
a
few
moments
to
eaves
drop
on
Abyuuk
and
Sarhans
argument
before
being
spotted
and
the
inevitable
fight.
(The
argument
is
that
the
PC
were
not
supposed
to
live,
then
entire
plan
was
based
on
their
quick
death,
and
now
they
have
to
be
dealt
with.)
Market Battle
I
used
the
market
place
map
provided
with
the
Marauders
of
the
Dune
Sea
module
and
the
3D
terrain
provided
in
the
Deserts
of
Athas
tile
pack
for
Abyuuks
shop.
5x
Level
3
Elven
Sniper
(p.
44
Dark
Sun
Creature
Catalog)
1x
Elf
Dune
Strider
(p.
45
Dark
Sun
Creature
Catalog)
-consider
adding
a
2nd
or
3rd
strider
if
they
chased
them
to
Abyuuks
shop
1x
Lvl.
7
Templar
(Marauders
of
Dune
Sea
p.5)
As
the
fight
breaks
out
5
elven
snipers
(minions)
will
fire
at
the
players
from
the
roof
tops,
while
a
single
elven
strider
tried
to
hold
the
players
back
as
Sarhan
gets
into
position
on
top
of
Abyuuks
shop
from
which
he
can
use
his
templar
magic.
If
combat
goes
poorly
or
lasts
more
than
10
rounds
Sarhan
will
try
to
flee.
Sarhan
When
Sarhan
is
defeated
and
searched,
players
find
he
carries
a
stone
pendant
with
the
insignia
of
a
roaring
lion,
the
symbol
of
the
city
of
Urik.
This
combined
with
his
use
of
magic
is
proof
that
he
is
a
templar
of
a
rival
city,
acting
as
a
spy/terrorist
in
Tyr.
Abyuuk
will
attempt
to
flee
the
city
forever,
knowing
what
his
fate
would
be
if
the
templar
found
out
he
was
involved
in
a
conspiracy
against
Tyr.
17
Once
the
battle
clears
and
players
have
had
a
moment
to
questions
people,
Vimak
will
encourage
them
to
escape
before
the
guards
arrive,
and
suggest
they
regroup
at
House
Tsalaxa.
Conclusion
Tyron
welcomes
the
players
back
into
his
office
and
asks
them
how
their
investigation
has
faired.
The
pendant
recovered
from
Sarhan
should
serve
as
sufficient
proof
for
Tyron
of
Uriks
involvement
and
that
the
players
have
resolved
the
problem
(though
in
further
adventures
Tyron
might
still
be
suspicious
and
assume
the
players
had
been
working
for
Sarhan
all
alone.)
If
the
players
are
missing
some
part
of
the
story
at
this
point
Tyron
might
be
able
to
help
fill
in
the
gaps,
for
example
he
could
explain
that
Sarhans
presence
shows
that
the
killings
were
the
Hamanus
attempt
to
destabilize
the
Tyrian
economy
via
these
killings.
Tyron
might
note
that
all
the
merchant
house
targeted
have
minimal
dealings
with
the
City
State
of
Urik.
Depending
upon
the
role
of
the
players
back
story
in
being
set
up
for
the
crime
and
what
they
chose
to
reveal
Tyron
might
wonder
why
the
players
were
targeted
muses
out
loud
that
it
may
have
all
just
been
bad
luck.
Whats
Next
The
players
actions
have
likely
earned
them
the
favor
and/or
attention
of
the
house
of
Tsalaxa,
so
that
could
easily
lead
to
them
as
an
antagonistic
force
or
a
provider
of
opportunities
for
future
adventures.
Now
that
Tyr
has
been
established
for
the
players
as
a
major
location
in
the
Dark
Sun
setting,
a
follow
up
adventure
might
do
well
to
take
them
out
into
the
wastelands
and
wilderness.
18
Appendix
List
of
NPCs
In
possible
order
of
appearance/reference:
Bondar:
a
Mul,
works
in
arena,
involved
in
fixing
the
games
for
House
of
Tsalaxa.
Darom
Madar
(Deceased):
Head
of
the
House
of
Madar,
the
players
have
been
framed
for
his
murder.
The
Man
in
Yellow:
?
Sanozar:
Dwarf
bar
tender
at
The
Dusty
Mug,
he
knows
a
little
about
the
games.
Tehosian:
Templar
Bureucrat
at
the
Halls
of
Justice,
has
some
details
on
the
alleged
crime
the
PCs
are
accused
of
committing.
Gavan
Sul:
Thiefling
shopkeeper
at
Gavans
Curios
and
witness
who
got
you
arrested.
He
is
a
fence
for
the
Toothcutters
who
forced
him
to
blame
the
PCs.
Kania:
slave
of
the
House
of
Madar,
she
can
provide
some
information
about
the
House
of
Madars
business
and
the
death
of
Darom
Madar.
Tyron
Tsalaxa:
a
high
ranking
member
of
the
House
of
Tsalaxa
and
a
local
crime
boss.
He
is
very
interested
in
who
killed
Darom
Madar
and
why.
Vimak:
Tyron
Tsalaxas
loyal
Goliath
enforcer
might
be
able
to
assist
the
PCs
with
his
powers
in
combat
or
his
imposing
figure.
Rhey
Khal:
Owner
and
operator
of
Rheys
Apothecary,
a
good
person
to
talk
to
for
information
about
purchasing
or
creating
poisons.
Abyuuk:
allegedly
a
simple
elven
shopkeeper,
in
actuality
a
major
deal
maker
who
brokers
arrangements
between
the
elven
gangs
and
other
shadier
characters.
Sarhan:
the
Man
in
Yellow,
the
true
antagonist.
He
is
a
templar
agent
of
Urik
causing
trouble
in
Tyr.
19
20
References:
Materials
were
modified,
(or
in
some
cases
taken),
from
the
following
Dark
Sun
sources:
Dark
Sun
Campaign
Setting
Dark
Sun
Creature
Catalog
Dark
Sun
Bloodsand
Arena
Dispatches
from
Athas
by
Will
Wagner
The
Vault
of
Darom
Madar
21