D&D 5E Dust in the Wind

iserith

Magic Wordsmith
Originally posted by iserith:

dustinthewind.jpg
 
T H E   S I T C H
The sun... searing like a red hot ember held close to your face. It takes from you. Heat radiates from the ground, a stifling wave. For every two steps forward, the ragged terrain steals one.
 
The Crimson Siltstorm draws nearer. It will last days by the size of it and all who are not prepared will be well-polished bones by the time the foul magic that fuels it has gone. Praetor Vicius' stratagem no doubt, enacted by his lickspittle Malifex, a twisted defiler secretly in his service. Long have you evaded them in the mudflats and dust plains outside of Balic. This looks to be their last attempt to kill you before giving up the chase.
 
The intense focus of grim certainty makes things clear. Having secured your shelter - a hole in the ground barely large enough for half a kank - you now need water. Without it, you will die before the storm passes. And there's precious little time to acquire it before this place is buried in silt. Ahead amid a circle of tall rock formations is a huge bulbous cactus topped with a red flower, sitting in a dark patch of mud... no doubt full of the water you need.
 
Do what you must to survive. Or consign yourself to being dust in the wind.
 
F E A T U R E S   O F   T H E   A R E A
Mud: The dirt immediately around the cacti is dark with moisture. It is also difficult terrain.
 
Psionic Field: The cactus emits a psionic field that can induce hallucinations in creatures that come within the area bounded by the standing stones. (Thri-kreen are immune to its effects.) When a creature starts its turn in this area, it must succeed on a DC 12 Wisdom saving throw or hallucinate for 1 minute. If the number on the die was even, the creature is incapacitated as it sees the world transformed into what it looked like during the Blue Age. If the number on the die was odd, the creature is restrained as it believes its lower body is transformed into a rooted cactus. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The DC of the saving throw is reduced by one if a small cactus is destroyed and 10 if the large cactus is destroyed.
 
Standing Stones: What appear to be natural rock formations are clearly not natural when the uniform nature of their position in a circle and the faded runes on its surface becomes evident upon close inspection. These columns of rock are part of a psionic amplification device partially buried in the ground, connected to a series of ruins that date back to the Blue Age and is yet undiscovered by Brown Age scavengers. These stones are 15 feet tall.
 
Visionary Flowers: The flowers atop the cacti can be dried and smoked to produce a powerful visionary effect. Treat this as a commune with nature spell and a legend lore spell, the latter being limited to information related to the ruins of the Blue Age above which the cacti grow.
 
T H E   C O M P L I C A T I O N S
Two thri-kreen (Monster Manual, page 288) - Krikkik and Nnn'tkk, part of a dwindling clutch to the south that venerate these cacti as sacred, visionary plants - guard this area with their lives. They are willing to trade with other creatures as long as they and the cacti are treated with respect. The thri-kreen will allow the PCs to tap enough water to sustain them in exchange for elf flesh, a psionic relic, or a kreen who willingly agrees to go with them back to their clutch for mating season. Any other offers may be rejected outright or have a possibility of success as determined by the DM (and the dice as appropriate). That said, there's the small matter of the storm.
 
By the time the PCs have arrived in this area, the siltstorm is barreling down upon them. The thri-kreen will bury themselves in the dirt near the standing stones to weather it, but the adventurers don't have much time to get the water and get back underway toward their shelter. In 10 rounds, there will no longer be enough time for the PCs to get back to their shelter and they will thus be caught in the storm. (Adjust this countdown upward or downward to decrease or increase the scenario difficulty.)
 
Should a fight break out, the thri-kreen try to use the psionic amplification device against the PCs. In order to do this, they leap to the top of a stone and use an action to activate it with a series of chirps and clicks. They can activate a single stone per round in a particular sequence: North, South, East, West, Northeast, Southwest, Northwest, Southeast. Each stone that is activated increases the DC of the saving throw to avoid the hallucinatory effect created by the cacti by one. While one is activating a stone, the other is getting into position for the next stone and letting fly with its chatkchas. (Increase the difficulty of this scenario by adding another thri-kreen or giving the thri-kreen innate psionic abilities.)
 
Meanwhile, the cacti are able to react to stimuli and resist any attempt to pierce their flesh to get at the life-giving water within. The huge cactus uses the statistics for an awakened tree (Monster Manual, page 317) except it has 0 speed and piercing damage for its Slam attack. The smaller cacti use the statistics for an awakened shrub (Monster Manual, page 317) with the same changes. The small cacti contain no appreciable amount of water. Water can be taken from the huge cactus when it has be reduced to half its hit points. If it is reduced to 0 hit points, its water spills out onto the desert floor and is wasted. A prepared adventurer can grab enough water to weather the storm with an action.
 
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And... scene! I hope that hit the right Dark Sun notes and presents a tough challenge for your desert scavengers. Success here relies upon the PCs managing to socially interact with the thri-kreen or getting at the water and escaping before the DCs of the hallucination effect become to high to overcome.
 
How would you approach this situation if you were a player? How would you run it or make changes to it if you were the DM? As always, constructive feedback is welcome!
 
Thanks again to bawylie (@bawyliecoyote) for workshopping some of the ideas for this scenario over Twitter.
 
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Originally posted by bawylie:

Not a fan of Darksun, really. But it's a good scenario & very evocative. 
 
Easy to reskin as Dryads protecting an awakened oak and a need for some lifesaving sap. 
 
The thing I'd do (as DM) leading up is to play up the character of the storm. It's perhaps hateful and drives the PCs without mercy. Weathering it is the goal and successful completion of this scenario is the obstacle. 
 
I think I'd also hide a thri-keen in the sand as an ambusher, for fight's sake. And depending on difficulty. 
 
Its good and adaptable.
 

Originally posted by Rhenny:

Classic Iserith.  I love the non-combat part of it, and all of the richness it can generate for roleplaying and intereacting without combat. 
 
Of course, as rounds go by, I'd narrate the approaching storm.  The drop of pressure that is palpable.   The increasing howl of wind and sand.  The darkness stretching towards the cactus.
 
I have a feeling that my group would just try to take out the Thri-Kreen a.s.a.p., but maybe they'd surprise me.   I don't think they'd offer their Elf companion in the deal.  Hopefully they'd have some kind of psionic crystal or artifact that they could use for barter. 
 
I bet they'd be really surprised when they try to tap into the cacti and the cacti start smashing them with thorney branches.
 

Originally posted by iserith:

bawylie wrote:Not a fan of Darksun, really. But it's a good scenario & very evocative. 
 
Easy to reskin as Dryads protecting an awakened oak and a need for some lifesaving sap. 
 
The thing I'd do (as DM) leading up is to play up the character of the storm. It's perhaps hateful and drives the PCs without mercy. Weathering it is the goal and successful completion of this scenario is the obstacle. 
 
I think I'd also hide a thri-keen in the sand as an ambusher, for fight's sake. And depending on difficulty. 
 
Its good and adaptable. 
 
Definitely reskinnable.
 

Rhenny wrote:Classic Iserith.  I love the non-combat part of it, and all of the richness it can generate for roleplaying and intereacting without combat. 
 
Of course, as rounds go by, I'd narrate the approaching storm.  The drop of pressure that is palpable.   The increasing howl of wind and sand.  The darkness stretching towards the cactus.
 
I have a feeling that my group would just try to take out the Thri-Kreen a.s.a.p., but maybe they'd surprise me.   I don't think they'd offer their Elf companion in the deal.  Hopefully they'd have some kind of psionic crystal or artifact that they could use for barter. 
 
I bet they'd be really surprised when they try to tap into the cacti and the cacti start smashing them with thorney branches.
 
Thanks for the feedback! I linked bawylie's blog in the original post where he talks about threats from Mother Nature. Some good ideas in there too to up the drama.
 
Sometimes I wish that rounds were a little more elastic as far as how much time they represent. I imagine an interaction with the thri-kreen lasting minutes rather than seconds. Perhaps the 10 round countdown never begins until combat starts (if it does at all), reason being that the interaction lasted until just a minute before the storm arrives.
 

Originally posted by iserith:

ChrisCarlson wrote:One of your NPC reminded me of my good ol' DS Kreen monk gladiator, Kikkit Killit.
 
Ah, memories...
 
Nice, I love a silly name.
 

Originally posted by Phobos:

iserith wrote:Perhaps the 10 round countdown never begins until combat starts (if it does at all), reason being that the interaction lasted until just a minute before the storm arrives.
 
Although we roll inti the moment creatures are encountered, this is only to apply a symbalence of order to talking and actions.  Movement and actions are free flowing up until anyone does anything that I deam as a combat oriented action.  I announce it first, confirm they want to proceed, and then start combat.  During this free time, players are welcome to start some pre emptive things, like "I watch for any hostile actions".  But I'm careful to judge their actions, taking out a spellbook while talking to goblins may be considered hostile.
 

Originally posted by Rhenny:

iserith wrote: 
Rhenny wrote:Classic Iserith.  I love the non-combat part of it, and all of the richness it can generate for roleplaying and intereacting without combat. 
 
Of course, as rounds go by, I'd narrate the approaching storm.  The drop of pressure that is palpable.   The increasing howl of wind and sand.  The darkness stretching towards the cactus.
 
I have a feeling that my group would just try to take out the Thri-Kreen a.s.a.p., but maybe they'd surprise me.   I don't think they'd offer their Elf companion in the deal.  Hopefully they'd have some kind of psionic crystal or artifact that they could use for barter. 
 
I bet they'd be really surprised when they try to tap into the cacti and the cacti start smashing them with thorney branches.
 
 
Thanks for the feedback! I linked bawylie's blog in the original post where he talks about threats from Mother Nature. Some good ideas in there too to up the drama.
 
Sometimes I wish that rounds were a little more elastic as far as how much time they represent. I imagine an interaction with the thri-kreen lasting minutes rather than seconds. Perhaps the 10 round countdown never begins until combat starts (if it does at all), reason being that the interaction lasted until just a minute before the storm arrives.
 
Yes...I agree.  I guess the DM doesn't necessarily count rounds out loud to the players as long as he telegraphs the approach and impending devastation that the storm will unleash if it gets to them before they get back to their hidey hole.  It does seem weird if the storm approaches at a specific rate while they are interacting and negotiating, but then speeds up when they begin fighting.  Best to keep it abstract and use it as a motivator for roleplaying/problem solving.
 

Originally posted by iserith:


Phobos wrote:Although we roll inti the moment creatures are encountered, this is only to apply a symbalence of order to talking and actions.  Movement and actions are free flowing up until anyone does anything that I deam as a combat oriented action.  I announce it first, confirm they want to proceed, and then start combat.  During this free time, players are welcome to start some pre emptive things, like "I watch for any hostile actions".  But I'm careful to judge their actions, taking out a spellbook while talking to goblins may be considered hostile.
 
I used to do something like that in D&D 4e when playing online. Initiative was basically just used to manage spotlight.
 

cowleymen wrote:Man I really wish the group I played with at FLGS (im pretty sure that means free local game store?) liked the darksun setting more, cause I would run a game. Great encounter!
 
Thanks! There's no official support for Dark Sun currently so far as I know but Cyber-Dave did come up with some house rules for it.
 
Despite the fairly mundane goal in this scenario, I have found after much trial and error that a Dark Sun campaign should be more Barsoom and less Adventures in Death Valley. The cities are also pretty clearly analogous to real life cultures and that's fun to play with a bit. For example, my 4e scenario "Draj: City of the Moon" wherein the slave PCs play full-contact futbol for their lives. (Draj is a Mesoamerican themed city.)
 

Rhenny wrote:Yes...I agree.  I guess the DM doesn't necessarily count rounds out loud to the players as long as he telegraphs the approach and impending devastation that the storm will unleash if it gets to them before they get back to their hidey hole.  It does seem weird if the storm approaches at a specific rate while they are interacting and negotiating, but then speeds up when they begin fighting.  Best to keep it abstract and use it as a motivator for roleplaying/problem solving.
 
I tend to both fictionalize and share the information in the metagame so the players are clear on the stakes and time limits.
 
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Draj: City of the Moon

Originally posted by iserith:

That's a cool coincidence - I created and ran a Dark Sun one-shot adventure set in Draj where the action was entirely a game of full-contact ollamalitzli (with severed heads of course) between the PCs versus other slaves in the celestial ball court of the sorcerer-king.
 
While it wasn't PVP, it sure was fun. I ran around five different groups through it and it was always very exciting. Part of that was because it was done in real time, so we'd play each half of the ball game in 1 hour of real time with 1 hour for half-time in between. In the half-time scene, the PCs are taken to a lavish locker room / holding pen where they are accosted by a tiefling from Nibenay and his spitting iguana minions for reasons I leave up to the group. When time was up, the game was done and the score determined whether the PCs lived or were sacrified to honor the moons. And no ties allowed! Ties are an abomination unto the gods!
 
This was a 4th-level scenario. The opposing team consisted of two displacer beasts that I reworked into humanoid jaguar-men. They were the offensive guys usually. Two soldier humanoids from some Mayan-themed adventure from Dungeon. And the goalie was a controller that I may have reskinned. I pitched the guy as a disgraced templar because he had some magic he could throw around that had to do with the moons. I put five or six Draji "second-stringers" on the sidelines to tap in if anyone on the team died. It was a level-appropriate skirmisher monster, reskinned.
 
I may as well throw some of the maps and rules out here for funsies. It is the World Cup after all!
 
D R A J   :   C I T Y   O F   T H E   M O O N
During the Flower War in which only the strongest of the warriors of Draj may become Jasuan Knights, the moons Ral and Guthay - mother and father to Tectuktitlay, Bringer of Life - must be appeased in the bloody, ritualistic game of Ollamalitzli.
 
Go then, slave, and take your place in the celestial ball court:
 
Win and be honored by the Moon Priests, the templars of Draj. Lose and offer up your heart and head in the calli of the ziggurat to slake Ral and Guthay's thirst for mortal sacrifice.
 
S P L A S H   P A G E

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draj_0.jpg
 

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T H E   C E L E S T I A L   B A L L   C O U R T
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T H E   R U L E S   O F   T H E   G A M E
Show
[sblock]The Cabeza
 
When you take a move action while in possession of the cabeza, you can choose to move the cabeza a number of squares equal to your speed.
 
To shoot, simply move the cabeza into the goal. Each square of movement must bring the cabeza closer to the goal and cannot pass through an occupied square. After a successful goal, the next creature to start its turn or move adjacent to a spiked totem on their own side of the court is in possession of the cabeza.
 
If you trespass upon the realm of your rival moon without a cabeza in your possession, you lose a healing surge. Unless you're the goaltender, you cannot touch the cabeza with your arms or hands. 
 
A creature is a Forward if it is in the enemy's side of the court. A creature is Defense if it is in their own court. The exception is the Goaltender which is a dedicated position chosen at the start of play.
 
Team with the highest score at the end of the second half wins. In the event of a tie, both teams are sacrificed to Ral and Guthay!
 
Forward
When you have the cabeza in the enemy's side of the court, if you hit an enemy with an attack, you can slide 1 square. The cabeza slides with you.
 
Defense
When you hit an adjacent enemy who has the cabeza with an attack, you can take possession of the cabeza.
 
Goaltender
Gain an aura 2. When an enemy tries to move the cabeza into a square of the goal covered by your aura, describe how you defend the goal and make a skill check (DC 21) as a free action. If you succeed, you take possession of the cabeza and must immediately move it up to your speed away from you.

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