The Burnt World of Athas

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Athas is not your typical fantasy world, but it still needs quests to give characters something to do and aspire to do. While the bare bones of a quest might be similar to other worlds (fetch an item, kill a monster, stop a group of bandits), the way to make these quests feel more thematically appropriate to Dark Sun is to add monsters, factions, and locations that are specific to Athas.

All quests have a few key details needed to engage characters such as Level Range, Locations, Hooks, NPCs, Encounters, Complications, and Rewards. Below you’ll find a number of quests suitable to spark your imagination, but some details are left for the DM to decide for their table.

Under a Dark Sun
Jason Enlge Dark Sun by

Low Level Quests (1-4)

A Sticky Situation

Level
Low (1-4)
Location
Wastes (sandy wastes, stony barrens, or rocky badlands)
Hook

A nearby tribe or village has lost access to its water source.

NPCs
  • Erantha, tribal leader (human, lawful good, level 2, female, determined and resourceful)
  • Jadaren, tribal warrior (half-elf, neutral good, level 3, male, brave and fierce)
  • Nymiria, druid (elf, neutral, level 4, female, protective and compassionate)
Encounters

A cha’thrang triune has taken over the oasis.

Complications

Two of the cha’thrang are females and have laid eggs in the area. Further complications, a druid that considers the area as part of her guarded lands sees the cha’thrang and its eggs as under her protection.

Rewards

The tribal leader will pay the characters a reward of 200 ceramic pieces each if they successfully reclaim the oasis.

Arzhaneth’s Curse

Level
Low (1-4)
Location
City-State (Nibenay)
Hook

A local temple has become haunted by a vengeful spirit, causing chaos and terror in the city. The characters are hired by the temple’s priests to investigate and put an end to the hauntings

NPCs
  • Elyra, temple priestess (female dwarf, cleric 4, lawful good, kind and compassionate)
  • Kethis, temple acolyte (male human, cleric 2, neutral good, curious and adventurous)
  • Lytha, local healer (female half-elf, druid 3, chaotic good, fiercely independent)
Encounters

The characters will have to explore the temple and its surroundings, encountering clues left by the vengeful spirit. They will also have to deal with the spirit’s minions and allies, as well as any local thieves or opportunists trying to take advantage of the chaos.

Complications

The vengeful spirit was once a powerful preserver, and the characters may have to face off against her powerful magic. They will also have to navigate the complex political and social dynamics of the city-state, as different factions and groups try to use the situation to their advantage.

Rewards

100 cp, a magical weapon or item of the DM’s choice, and the gratitude and support of the temple and its priests.

Like a Sieve

Level
Low (1-4)
Location
Wastes (road, desert wilderness)
Hook

A caravan of traders has gone missing while transporting a shipment of water through the desert. The characters are hired to find and rescue the caravan.

NPCs
  • Aldachi, caravan leader (dwarf, lawful good, level 3, male, practical and responsible)
  • Kara, caravan guard (half-elf, neutral good, level 2, female, brave and resourceful)
  • Zath’ess, bandit leader (ssurran, chaotic evil, level 4, male, cruel and greedy)
Encounters

The characters will have to travel through the desert, facing off against bands of bandits and other dangers such as sandstorms and thirst. They may also have to deal with traps and ambushes set by the bandits.

Complications

The bandits may have taken hostages or valuable items from the caravan, and the characters may have to negotiate or fight to get them back. The desert may also present challenges such as finding water and shelter during a sandstorm.

Rewards

A reward of 50 ceramic pieces per member of the caravan rescued, plus a bonus of 500 ceramic pieces if all members are rescued. The traders may also offer additional rewards, such as trade goods or information on other valuable caravans.

Escape the Arena

Level
Low (1-4)
Location
City-State of Urik
Hook

The characters have been captured and sentenced to fight in the gladiator pits of Urik.

NPCs
  • Aric, arena master (male, half-giant, gladiator 6, cruel and sadistic)
  • Tethys, trainer (female, human, bard 5, manipulative and conniving)
  • Zalok, fellow gladiator (male, thri-kreen, ranger 3, desperate and determined to survive)
Encounters

The characters will have to survive and fight their way through a series of increasingly difficult gladiator matches, facing off against other enslaved gladiators, gnoll criminals, and even a tigone. They will also have to contend with the scheming and treachery of the arena staff and other gladiators.

Complications

The characters will have to find a way to escape the arena without getting caught or killed, which may involve sneaking past guards, finding allies, or staging a full-blown rebellion. They will also have to navigate the dangerous and corrupt politics of Urik, where betrayal and backstabbing are common.

The Dune Trader’s Stolen Caravan

Level
Low (1-4)
Location
Wastes (road, desert wilderness)
Hook

A merchant caravan traveling between two cities has gone missing, and the characters are hired by the merchant house to find and retrieve it.

NPCs
  • Dalena, house agent (female, human, lawful neutral, trader 4)
  • Bulan, caravan leader (female, half-elf, neutral, ranger 3)
  • Saren, caravan guard (male, human, lawful evil, fighter 2)
Encounters

The characters will have to track down the missing caravan and deal with the bandits that took it. They will also have to avoid dangerous creatures or other hazards, such as quicksand or sinkholes

Complications

The caravan was intercepted by a member of Dalen’s house to discredit him. The characters may have to deal with competition or interference from these other parties.

Rewards

100 Ceramic, a minor magic item, reputation with the merchant house.

The Long Road to Tyr

Level
Any
Location
Wastes (road, desert wilderness)
Hook

A merchant from the city-state of Raam has hired the characters to find and rescue their caravan, which, led by a member of his family, has gone missing on the road to the city-state of Tyr.

NPCs
  • Jalil, merchant (human, lawful good, level 2, male, worried and anxious)
  • Ghen, caravan guard (half-giant, lawful neutral, level 3, female, gruff and no-nonsense)
  • Udo, scout (elf, chaotic neutral, level 1, female, impulsive and reckless)
Encounters

The characters will have to search the road and the nearby wilderness, facing off against desert threats such as thri-kreen and silt runners, and possibly encountering raiders or slavers who have taken the caravan. They will also have to deal with the harsh desert conditions, including extreme heat and limited resources.

Complications

The characters may have to negotiate with the raiders or slavers in order to secure the release of the caravan, or they may have to find a way to rescue the caravan without starting a fight. The merchant may also be more concerned with recovering his valuable goods than with the safety of his family member.

Rewards

The merchant will pay the characters a reward of 100 ceramic pieces each, and may offer additional bonuses or perks if they successfully return his family member. He may also be willing to provide them with information on other valuable caravans or trade routes.

The Waterstone and the Burning Spear

Level
Low (1-4)
Location
Village (Gulg)
Hook

A village’s water source has been contaminated by a tribe of gith called the Burning Spear tribe, who poison nearby water sources to expand their territory and use a powerful magical artifact called the Waterstone to repurify the water. The characters are hired by the village leader to take the Waterstone from the gith and bring it back to the village

NPCs
  • Torg, village leader (lawful good, human, cleric 3)
  • Grakk, Burning Spear leader (neutral, gith, rogue 5)
Encounters

The characters will have to face off against the gith and their traps and defenses, as well as potentially other threats in the wilderness such as raiders or predators.

Complications

The gith may have allies of their own, and the characters may have to deal with negotiating or fighting their way through multiple factions. They may also have to deal with the moral dilemma of taking the Waterstone from the gith, who may have been using it for their own survival.

Rewards

100 ceramic pieces each.

Wind’s Fury

Level
Low (1-4)
Location
City-State (Balic)
Hook

A powerful elemental crystal, capable of channeling and amplifying elemental magic, has been stolen from the local priest of air. The characters are hired by the cleric to retrieve the crystal before it falls into the wrong hands.

NPCs
  • Ajani, temple cleric (aarakocra, cleric 3, lawful good, studious and dedicated)
  • Jethis, thief (halfling, rogue 2, neutral, charming and greedy)
  • Garak, guard captain (human, fighter 4, lawful neutral, stern and efficient)
Encounters

The characters will have to navigate the streets and underworld of the city-state, gathering information and facing off against various thugs and thieves. They will also have to deal with templars and rival thieves who are also after the crystal.

Complications

The crystal is highly sought after and valuable, and the characters may have to deal with offers and temptations to sell or trade the crystal for other favors or rewards.

Rewards

A reward of 500 ceramic pieces from the temple, as well as a magical item of the DM’s choice (appropriate for the party’s level).

Medium Level Quests (5-10)

Battle of Granite Mountain

Level Range: Medium (5-10) Location: Wastes (road, desert wilderness) Hook: The Granite Mountain, a group of powerful and ruthless mercenaries, has been terrorizing the roads and countryside, plundering and destroying villages and caravans. The characters are hired by a wealthy merchant or noble to track down and defeat the Granite Mountain. NPCs: * Nargal, leader of the Granite Mountain (male, tarek, barbarian 12, brutal and greedy) * Numa, second-in-command (female, tarek, rogue 10, cunning and ambitious) * Gildara, templar (female, human, templar 8, loyal and uncompromising) Encounters: The characters will have to travel through the desert wilderness, facing off against the Granite Mountain’s patrols and camps. They will also have to deal with ambushes and traps set by the mercenaries, as well as hired assassins and other hired thugs. Complications: The Granite Mountain has allies and connections in various cities and villages, and the characters may have to navigate complex political and social dynamics in order to gather information and allies. They will also have to be careful not to anger the local desert tribes, who may see them as a threat if they are not careful in their actions. Additionally, the Granite Mountain is well-equipped and well-funded, and the characters may have to find ways to outmaneuver them and gain an advantage in the final confrontation. Rewards: 500 ceramic each.

Defiler of Fire Canyon

Level Range: Medium (5-10) Location: Wastes (rocky badlands) Hook: A powerful defiler, responsible for the destruction of several villages and the deaths of countless innocents, has been tracked to a hidden lair in the rocky badlands. The characters are hired by a group of preservers or surviving villagers to infiltrate the lair and stop the defiler. NPCs: * Baltheris, defiler (human, wizard 11, chaotic evil, ambitious and ruthless) * Kyris, apprentice (jozhal, wizard 9, neutral evil, ambitious and eager to please) * Rhakkon, leader of the survivors (dwarf, warrior 8, lawful good, determined and vengeful) Encounters: The characters will have to navigate the treacherous and dangerous rocky badlands, facing off against various monsters and obstacles. They will also have to deal with the defiler’s gnoll minions and traps within the lair. Complications: The defiler is well-prepared and has allies within the region, and the characters may have to deal with ambushes and counterattacks as they try to complete their mission. Rewards: A reward of 1000 ceramic pieces from the preservers or village, as well as a magical item of the DM’s choice (appropriate for the party’s level). The characters will also gain the respect and gratitude of the survivors and the preservers, potentially leading to future quests or opportunities.

Spawning Troubles

Level Range: Medium (5-10) Location: Wastes (scrub plains and the shore of the Silt Sea) and Villages Hook: The players unintentionally release many silt spawn from what could be some sort of farming enclosure. The fence was under the silt and only partially visible. The nearby villagers happen to be on their way to collect some of their food storage and notice the outcome. NPCs: * Ralik, 8 Psionic (half-elf male, cunning & resourceful) A young and ambitious member of the village council, who secretly plots to overthrow the Fael and take control of the village for himself. * Jalina, 5 trader (dwarf female, patient & outspoken) A former member of the village council who was cast out by the Fael for speaking out against his rule, and who now leads a small group of rebels fighting to overthrow the undead tyrant. * Zaren, 10 gladiator (male mul) A former adventurer who has retired to the village, but who still possesses several magical items that he might be willing to use to help the players defeat the Fael and end his reign of terror. Encounters: An undead Fael is ruling over a small coastal village. The villagers are farming silt spawn to meet his needs, otherwise, he will eat one of them. Complications: The villagers are desperate. Although it’s been so long that the Fael is now seen as the “mayor”, they don’t want the situation to get worse. Rewards: The villagers can offer the characters magical waterskins that can each hold five gallons of water, but only weigh as much as one gallon.

The Defiler of Fort Kalvis

Level Range: Medium (5-10) Location: Fort Kalvis (a fort along The People’s Road to Gulg) Hook: Kargash, agent of House Tsalaxa and master defiler, uses the small outpost of Fort Kalvis along The People’s Road as his personal estate and a base for his predations of the local area. After Larech attempted to speak to Kargash’s superiors about the way he treats the folk of Fort Kalvis, Kargash had his thugs kidnap Larech’s girlfriend as punishment. Larech hires the heroes to rescue his girlfriend Jara. A simple case of save the innocent; or is it? NPCs: * Kargash, the defiler (lawful evil, human, defiler 15) * Larech, local farmer (neutral half-elf) * Jara, imprisoned victim (lawful neutral, human, bard 8) Encounters: Kargash has a group of mercenaries to do his bidding, led by his apprentice. Complications: The defiler has a network of spies and supporters within the area, and the characters may have to deal with betrayal or unexpected allies. Rewards: A small reward of ceramics, but mostly the loot in the defiler’s lair.

The Haunting of the Burning Heart

Level Range: Medium (5-10) Location: City-State, Village, or Fort Hook: The characters are hired by a local priest to investigate strange occurrences and possible hauntings in an abandoned fire temple. NPCs: * Aarif, air priest (human, lawful neutral, level 7, male, dignified and compassionate) * Oo’Taa, ghost hunter psion (elf, neutral good, level 8, male, brave and determined) * Yuala, skeptic (nikaal, chaotic neutral, level 5, female, cynical and distrusting) Encounters: The characters will have to explore the abandoned temple and surrounding area, facing off against any undead or other supernatural threats that they encounter. They may also have to deal with traps and puzzles left behind by the temple’s previous occupants. Complications: The characters may have to confront their own beliefs and fears as they investigate the hauntings, and they may have to deal with the reactions of the local populace if the hauntings are revealed to be real. Rewards: The priests will pay the characters a reward of 250 ceramic pieces each, and may offer additional bonuses or perks if they successfully investigate and resolve the hauntings.

The Golden Mask and the Shield

Level Range: Medium (5-10) Location: City-State (Raam) Hook: A wealthy collector has hired the characters to retrieve a set of rare and powerful artifacts that have been stolen from his collection: the Golden Mask of the Sun King and the Silver Shield of the Desert Queen. NPCs: * Jakar, collector (dwarf, lawful good, level 8, male, obsessed with artifacts) * Razia, thief (elf, chaotic neutral, level 6, female, greedy and unpredictable) * Zara, fence (halfling, neutral, level 7, female, sly and cunning) Encounters: The characters will have to search for clues and follow leads through the city-state, possibly encountering rival collectors and thieves along the way. They may also have to deal with traps and defenses set by the thief. Complications: The collector may be more concerned with acquiring the artifacts than with the safety of the characters, and may push them to take risks or cut corners. The thief may try to double-cross the characters or use the artifacts as leverage. Rewards: A reward of 500 ceramic pieces per artifact recovered, plus a bonus of 10 gold pieces if both artifacts are recovered. The collector may also offer additional rewards, such as rare magic items or information on other valuable artifacts.

The Lost Caravan of House Daskin

Level Range: Medium (5-10) Location: Wastes (road, desert wilderness) Hook: A merchant caravan has gone missing, and the characters are hired by the merchant house to find and rescue it. NPCs: * Mythur, caravan leader (nikaal, ranger 6, lawful neutral, practical and reliable) * Zayna, caravan guard (human, half-giant 8, good, honorable and courageous) * Balthus, caravan scout (mul, rogue 5, neutral, sly and cunning) Encounters: The characters will have to search the desert wilderness for clues and tracks, facing off against the dangers of the desert such as sandstorms, monsters, and bandits. They will also have to deal with any rival factions or groups that might have had a hand in the caravan’s disappearance. Complications: The lost caravan might have stumbled upon a hidden treasure or secret, attracting the attention of powerful and dangerous individuals. The characters will have to decide how to handle this situation, and whether to protect the caravan’s interests or pursue their own goals. Rewards: 1000 cp, a magical weapon or item of the DM’s choice, and the gratitude and support of the merchant house.

The Missing Scribe

Level Range: Medium (5-10) Location: City-State Hook: A spy sent to another city-state has gone missing while on a mission to gather intelligence. The characters are hired by the original city-state to find and retrieve the spy. NPCs: * Hara, templar (female, human, lawful evil, templar 12) * Sora, spy (female, yuan-ti pureblood, neutral, psion 8) * Saren, rival city-state templar(male, human, lawful evil, noble 13) Encounters: The characters will have to navigate the city-state’s local politics in order to gather information on the missing spy. They may have to deal with rival agents, spies, and assassins. They will also have to venture into the desert wilderness to search for the spy and deal with any dangers or challenges that arise. Complications: The rival city-state might be involved in the spy’s disappearance, and the characters may have to deal with sabotage, deception, or betrayal. They may also have to deal with factions or groups besides the city-state’s templars that are opposed to the mission or have their own agendas, such as the Veiled Alliance, elemental clerics, or psionicists. Rewards: 500 ceramic pieces, magic items, reputation with the city-state.

The Tribal Summit

Level Range: Medium (5-10) Location: Tribal home (stony barrens) Hook: The characters are hired to mediate a peace summit between two rival tribes. NPCs: * Garen, tribal leader (dwarf, warrior, level 10, male, lawful good, proud and stubborn) * Zadia, diplomat (halfling, rogue, level 14, female, neutral, charming and manipulative) Encounters: The characters will have to navigate the complex and often hostile relationship between the two tribes, dealing with sabotage, assassination attempts, and other challenges to the peace process. They may also have to deal with outside threats, such as rival factions or marauding beasts. Complications: Both tribes have their own agendas and may be unwilling to compromise, and the characters will have to find a way to bridge the gap and broker a lasting peace. Rewards: The characters will be rewarded with a generous sum of ceramic and other valuable items, as well as the gratitude of both tribes and the reputation of being skilled mediators. They may also gain access to the tribes’ resources and allies, potentially opening up new opportunities and connections in the future.

High Level Quests (11-15)

The Desecration

Level Range: High (11-15) Location: City-State, Temple Hook: An elemental temple has been sacked and taken over by a defiler and their apprentices, and the characters are hired by the temple priests to cleanse and restore the temple. NPCs: * Tythis, temple priest (female, human, lawful good, cleric 12) * Nathrol, defiler leader (male, gnoll, chaotic evil, defiler 13) * Ptukos, temple acolyte (female, pterran, neutral good, monk 10) Encounters: The characters will have to deal with the defilers and any minions or allies they have. They will also have to navigate the complex and dangerous magic of the temple that has been altered by the defilers with the aid of the priests. Complications: The defilers might have allies or connections within the city-state, and the characters may have to deal with interference or sabotage. They may also have to deal with factions or groups within the temple that are opposed to their mission or have their own agendas. Rewards: 25 Gold, magic items, reputation with the temple and the city-state.

The Forgotten Tribe from the Ringing Mountains

Level Range: High (11-16) Location: Wastes (desert wilderness, hidden oasis) Hook: The characters are hired by a group of scholars to locate and make contact with a rumored tribe of humans who have somehow managed to survive in the harsh desert environment. NPCs: * Karim, rogue scholar (jozhal, lawful good, level 13, male, curious and open-minded) * Zahra, psion scholar (human, lawful neutral, level 14, female, organized and efficient) * Morgath, defiler (mul, chaotic evil, level 12, male, power-hungry and selfish) Encounters: The characters will have to search for and locate the hidden tribe in the mountains, possibly facing off against mountain monsters and other dangers such as dealing with treacherous footing (loose or slippery rocks, etc.), which can cause falls or injuries. They may also encounter Morgath, who is trying to enslave or exploit the tribe for his own gain. Complications: The characters may have to deal with the challenges of navigating the mountains to find the hidden tribe, which might be psionically masked, as well as possibly dealing with hostility from the tribe if they are not well received. They may also have to decide how to handle the defiler and protect the tribe’s way of life. Rewards: The scholars will pay the characters a reward of 10 gold pieces each, and may offer additional bonuses or perks if they successfully make contact with and learn about the tribe.

The Lost City of Thara

Level Range: High (11-15) Location: Wastes (desert wilderness, ruins) Hook: The characters are hired by a wealthy collector to search for the lost city of Thara, which is rumored to contain a powerful magical artifact known as the The Desert Rose: A magical flower that can bloom in any environment, and which can cure any poison or disease. The collector is willing to pay a generous reward for the artifact. NPCs: * Kamal, the collector (jozhal, trader, level 13, lawful good, obsessed with acquiring rare and powerful objects) * Jynessi, the guide (half-elf, ranger, level 12, neutral, skilled in survival and tracking) * Kethris, the rival (nikaal, wizard, level 14, lawful evil, willing to do whatever it takes to get the artifact for himself) Encounters: The characters will have to navigate the dangerous desert wilderness, facing off against desert predators, and traveling through dangerous territory. They will also have to deal with rival treasure hunters and possibly even the spirits of the lost city, who may be guarding the artifact. Complications: The characters may be tempted to keep the artifact for themselves, or may be pressured to give it to a competing faction. The Desert Rose may also have its own will and desires, which could further complicate matters. Rewards: 25 gold, a generous sum of gold, and possibly even magical items or favors from the collector or other interested parties.

Raddu

Original creator of The Burnt World of Athas back in 1995 or so… Join me @Raddu76 Play Dark Sun with me on Patreon.