Dark Sun: On the Road to Kurn (Inactive)

Game Master EltonJ

The heroes are all caravan guards on the way to Kurn from Tyr. They find that the way to Kurn can be dangerous and maybe fatal. But will they discover the secret of Kurn?


The player characters are all caravan guards guarding a spice shipment to Kurn. But Kurn has been lost for a long time. What would take them to Kurn in the first place?

Common FAQ:
Advanced Beings?
A. Anyone who knows Dark Sun does understand that there are advanced being transformations. Wizards (and sorcerers) either can become dragons or avangions. Clerics and oracles can become elemental beings, and druids can become spirits of the land. However, this campaign is short and sweet (just a caravan's ride to Kurn). So we won't deal with epic levels.

Class?
A. Any Paizo. Although I am not fond of the Occult Classes and I never picked up the book for them. Players may choose these classes, but remember, you're either preserving the land around you, or you are defiling it when you choose these classes. You may choose classes from the DSP book Psionics Unleashed.

Character Creation Guidelines?
A. Dark Sun is an unforgiving desert setting. Player characters start at 5th level, and may spend 25 points on character creation. The land is parched and water is more valuable than gold.