After loving the setting of Dark Sun since it's release and keeping up to date pretty well on all content released for it, AND UNFORTUANTELY never ran any Dark Sun yet for varius reasons, and it's about to change, lol. Anyways, I've ran like, 20 premades in a row... as I tend to fuse them together pretty well into an ongoing thing, after a certain one catches my eye after looking to create my own adventure and looking into premades for inspiration. And with that in mind, just to get the ball rolling, I've decided to look into Dark Sun pre-mades for inspiration, and picking one and building around it, and my decision is "Revenge of the Marauders".
As it's currently made, at it's pre-made level, it is a massive intimidating mobile awesome citadel, with a "sneak in, retrieve, and sneak out". And has never addresses to the players what the Mul lich's plans are with the Blood Jewel, and without the guide in the beginning mouthing off a flood of information about the origin of everything, that never gets across. As is it's basically just a short dungeon crawl in what I feel could be a great centerpiece of a larger adventure, but I need some help brainstorming a bit with others that are familiar with the setting.
Starting off with it's location, that can be relocated pretty much anywhere (cough, mobile citadel, cough), and not that it's incredibly relevant, but I'm going to be upping this from level 5 to 13, lol. This is what I have in mind as a VERY BASIC skeleton of a synopsis broken down into chapters:
1. Starts in a city, some roleplay, meet an important npc (maybe a sorc king for whatever reason?). Find veiled alliance and learn of the Blood Jewel and it's rumored location (ruin somewhere)
2. Travel to location, involving two different skill challenges for travel through different terrain or something, with a stop inbetween at a wilderness fort or frontier town with a Dark-Sunny quirk. Get ambushed by templars, PCs find that they were ratted out by someone that they associated with the Aliiance and are in search of magic.
3. Arrive at location, shortish dungeon crawl, rooms filled with already dead creatures. Mul Lich made it to there first and has already got the Jewel in his posession within the citadel.
4. PCs return to frontier keep/town empty handed and contemplate how to report back to Alliance since they are now wanted in starting city. This is when they meet the NPC from the premade who explains that he's been aboard the Citadel as a spy and kickstarts the Premade portion, leading them to sneaking aboard.
5. Once aboard and a few encounters in, I want it to be more complicated than just sneak in, take it, and leave. I want them to sneak on, not be able to get it, and not be able to get off. Instead they're forced to remain hidden aboard the citadel as it moves, relocating to the lich's next area. In this case he doesn't take a season to examine, but from time to time checks it out during the trek.
6. Some time is expedited, perhaps a skill challenge to see what they can learn from sneaking around inside the citadel as it moves, as well as keep up with stealing food and water as stowaways, perhaps with success being finding/hearing enough clues to grasp an idea of the lich's plans with the jewel and where they're headed. Perhaps failure actually ends up with them being found out, overwhelmed, and made prisoners in the tower for future experiments, perhaps even the character who accumulated the most fails recieving a curse-experiment that can't be releived until back at a city.
7. The citadel reaches its destination, and some kind of opportunity arises for them to sneak out and into another ruin or location devoted to the Dust Kraken following the lich and Jewel to the final chamber with minimal difficulties. In the case of them being imprisoned, they could be beaten into submission (unconsious), prepared, and taken into the place to the final chamber where they would be sacrifices for a grand ritual. They either catch up to the lich right after his ritual finishes (in scenario "A" he doesn't need sacrifices, it's just a way to get them out of imprisonment and continue the adventure in scenario "B"), or wake up right before they are to be sacfrificed (though somehow the main event still happens...?).
8. A boss fight of sorts happens when the lich awakens an avatar of the Dust Kraken and it's entry into the location is causing the place to fall apart round by round. The encounter is primarily against the lich, while all of them flee the room and through the ruin/location. As combat continues, the avatar continues wreaking havoc causing the place to be breaking/sinking into silt pits below it's foundation, and cuts off the entry way into the place, forcing the PCs to go into other parts of the ruin. With the lich dead, they are forced to explore this new corner of the dungeon.
9. The avatar has died down somewhat, though occasionally as they go through this dungeon crawl, the ground continues to shake and walls occasionally break from tremors of the avatar nearby (I imagine the avatar being similar to my profile pic and burrowing around in the sands beneath the temple/whatever. So, dungeon crawl here with a few options/routes to take that all lead to the same end point, where once the PCs find an alternate exit, the avatar strikes.
10. Actual grand boss fight, the hallway they rush down to leave to the outside world suddenly breaks apart as a mummified tentacle busts through the wall/floor, dropping the hallway section down to another deeper, more desolate and uninhabited and sand-filled layer of the dungeon. They fight the kraken that was summoned by the lich, and with it now dead, the mul lich dealt with, and the blood jewel in their posession, it's time to make it back to the veiled alliance (in a different, now closer city where they're not wanted).
But that's just rough ideas, and there's a lot that needs finer details, and explainations, as well as what to do about the Citadel after the dungeon-craw/kraken-fight.
Any thoughts?