Dark Sun - Beyond the Gray

Questionable Escape
Questions without answers and escape without direction.

Ar’Jahn, Harkesh, and Pak’cha immediately set to their own ways once the encounter with the Half-orc was settled. Ar’jahn began to pull teeth from the fallen foes, Pak’cha sought something of interest amongst the many stalls, and Harkesh took it upon himself to wait and provide advice.

Eventually the guard and a Templar found the three, despite Pak’cha and Ar’jahn’s best efforts to hide. The Templar learned of what transpired and took them away from the location to his private abode in the Templar district.

Once inside the Templar’s manse much information was traded, including the Templar’s name: Terkhan. The most troubling thing the trio and the Templar learned was that whatever being has marked these three is beyond the Templar’s power and likely a Sorcerer-king.

The Templar has his own agenda and has decided to release them and plans on contacting them again later. The three escaped the city with minimal issue, but are now wandering the wasteland with only what they carry.

They plan to head to Tyr, the newly dubbed Free City. What awaits them there is still unknown.

The Marking of the Keys
Necromancy! Defiling! Undead! Arcane Marks!

In the market of Urik the heroes were wandering around going about their own needs unaware of what was to happen. A robed half-orc initiated some kind of powerful, necromantic magic, killing everyone in the marketplace except for the heroes. A Dray, a Thri-kreen, and a Half-giant stood alive, but now with glowing green marks upon their hands in the shape of a dragon skull.

Somehow many of the dead market-goers were raised as undead. The half-orc commanded his new undead minions to capture the newly marked heroes. The heroes proved stronger and killed the half-orc and his unliving servants.

As the heat of battle cools the heroes find themselves stadning amongst dozens, possibly even hundreds of dead citizens and slaves of Urik with calls for the guard and the Templar echoing in the distance. With no time for introductions or questions the heroes are forced to make a quick decision concerning their new situation.


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