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Quick Plot Hooks #5

The Quick Plot Hooks series started as a fun thought experiment - how to develop interesting but reasonable encounters using two types of creatures from randomly determined Dark Sun Monstrous Compendium entries.

Spirit of the Land & Red Silt Horror: Bereft of prey and ravenously hungry, a red silt horror recently crawled up out of the Sea of Silt and onto land. Now situated near a major trade route, the silt horror has been preying on passing caravans, greatly disrupting travel on the road.

Red Silt Horror
Red Silt Horror by Baxa

The local spirit of the land initially opposed the silt horror’s presence, as the creature first consumed the land’s resident druid and then most of the nearby wildlife, deviating the local ecosystem. But recently, the red horror has inexplicably begun targeting defilers and templars passing through the area, more than making up for the loss of its previous guardian.

For its part, the silt horror has recently started sensing the desires of the spirit of the land somehow, acting on them in an effort to find prey and acting in a druid-like kind of symbiosis with the spirit in the process.

Brambleweed, Elves, and Thri-kreen: A clutch of thri-kreen are strangely milling about around a large patch of brambleweed. The kreen seem to be on their guard, but are not overtly hostile. If questioned, they explain that they ran their prey to ground here, but they escaped into a tunnel running under the brambleweed thicket, and now they’re waiting for the prey to come out.

If examined, the tunnel proves to run beneath the brambleweed, and is just large enough to accommodate an adult human, but too small for a thri-kreen. The tunnel leads to a sizable hollow - likely an abandoned anakore burrow - beneath the brambleweed patch. The burrow is spacious enough to stand up in, and currently holds half a dozen elves of various ages. The elves claim to be from a now-defunct tribe that recently dissolved after disease and in-fighting fractured the clan members; they only identify themselves as the Sun’s Orphans now. All of the elves sport debilitating leg wounds, and cannot run. They claim that their remaining clan members attempted to draw the kreen off and were supposed to come back with help, but have been gone for several days now. The elves have no food and will soon run out of water.

If confronted about their “prey,” the thri-kreen admit they are hunting elves, but claim they are raiders and perfectly valid prey. For their part, the elves admit to having turned to raiding to survive, but claim to have no other options.

Hej-kin & Sun Drake: Several weeks ago, a sun drake settled into a new lair located high in the Ringing Mountains. Normally, this would not have had much of an effect on the local ecology, as sun drakes are known to range far from their lairs during the day, only returning to their lairs at night. Recently, however, the drake has been attacking all manner of creatures day and night, seeming to be in an especially foul mood.

If the sun drake’s lair is investigated, a powerful group of hej-kin will show themselves and attempt to drive the visitors away. The hej-kin live in a series of caverns adjacent to the drake’s lair, and have recently started harassing the sun drake when it rests, believing that the caverns that serve as the drake’s lair are part of their territory. If the drake is to be mollified, the hej-kin must either be driven off or negotiated with so that the sun drake can rest.

Dew Frond vs. Human Noble: Deep in the Crescent Forest, a scream rings out, sending several flocks of birds noisily up into flight.

If investigated, the scream proves to have come from a young Gulg hunter noble named Ade Nsongo who, panicking, ripped dew frond’s frond out of his shoulder after it attacked him. Now laying still only feet from the carnivorous plant and bleeding out, the young nobleman would be easy prey for any that happen across him. If his life were spared, however, Ade would prove quite grateful, perhaps even serving as a patron for his rescuers.

For its part, the carnivorous dew frond has grown quite a bit after consuming the young Gulg’s blood, and could prove quite deadly to anyone attempting to rescue him.

Dagorrans & Zhackals: A small pack of dagorrans have been pursuing a lone zhackal for days, psionically tracking it through a region of stony barrens. Separated from its pack, the zhackal is no match for the frog-like predators.

The dagorrans, however, are themselves being tracked - a large pack of zhackals are stealthily following them. Not members of the lone zhackal’s pack, these pursuing creatures care not for the loner’s fate and are simply waiting to feast on the creature’s dying emotions. If not satiated, they might even subdue and kill the dagorrans with their psionics to get their fill.

Dwarf & Wild Kanks: A tall mound stands deep in the desert, crawling with kanks. The main entrance to a large nest of the insects, the mound rises nearly forty feet into the air and is constantly patrolled by soldier kanks. Nearby, a dwarf picks their way around the nest-mound, surreptitiously moving from boulder to boulder. Named Inglinn, the female dwarf seeks a means of entering the nest undetected.

Though she will tell no one of it, Inglinn wishes to enter the nest to search for an iron-headed pick. The simpleminded insects recently scavenged it from a battlefield where she lay wounded, thinking it only an oddly-shaped branch. Inglinn will not abandon her goal of recovering the pick - a cherished family heirloom - as it has become her focus, but she could be convinced to delay it temporarily in order to thin out the kanks’ numbers (perhaps by capturing a number of them for sale or leading a few soldiers off into waiting ambushes).

Psionocus, Tohr-kreen, and Silt Runners: A small, winged lizard desperately prowls a silty area. Located near the Sea of Silt, along an inlet or estuary (or simply near an inland silt sink), the creature is seeking a helpful or greedy-looking group. If it locates such individuals, the lizard - a psionocus - will telepathically contact them and negotiate an arrangement.

The creature seeks to return with a group capable of assisting its master - a tohr-kreen mindbender - defend herself against a group of marauding silt runners. If necessary, the psionocus will offer the unleashing of psionic wild talents or the gifting of psionically empowered items to aid in its master’s defense.

The tohr-kreen can be found nearby, desperately fending off nearly a dozen silt runners. If the attackers are driven off, the tohr-kreen will grow still and quiet for a moment before thanking her saviors, explaining she was also locked in mental combat with an unseen assailant, who is surely still on the prowl.