Dark Sun - To Tame a Land
A Dungeons & Dragons liveplay podcast, presented by Lawful Stupid RPG.
- Mark Hope
A Dungeons & Dragons liveplay podcast, presented by Lawful Stupid RPG.
Our heroes draw ever nearer to the ruins of Giustenal. But horrors haunt the wastes that surround the dread city and lie in wait for the unwary...
Locked in battle with Silt Stalker elves, our heroes struggle to reach Cromlin on the shores of the Sea of Silt. Beyond this goal, worse horrors await in the ruins of ancient Giustenal!
Left with little choice, our heroes depart Nibenay for the Sea of Silt. At long last they have a chance to come to terms with what they have done and who they truly are
The reconstruction of Nibenay begins, but for our heroes the shadows of old misdeeds continue to haunt their every move. As they help to rebuild the city they call home, they realise it may not be their home for much longer...
Our heroes enter the Shadow King's Citadel in search of the Priest-Child, in hope of saving Nibenay itself. But first they must reckon with their own pasts and face friends, foes, and family alike.
Deep in Nibenay's Forbidden City, our heroes struggle to reach the Shadow-King's citadel. But first they must face the sorcerer-monarch's templar wives and roaming undead horrors!
Cataclysm strikes the city-state of Nibenay! With their world crumbling around them, our heroes struggle to survive amidst the chaos.
Our heroes are caught between opposing forces and old misdeeds as a fresh threat arises in Nibenay. Their decisions will shape the fate of their home - and their lives - for many years to come...
The finale of Merchant House of Amketch is here! Our heroes close in on the ruins of Kalidnay for a bloody reckoning with their enemies in House Shom
Our heroes strike at the Shom hideout, determined to mete out justice to their foes. Or just simply murder them horrifically.
Taken prisoner by House Shom, our heroes must devise a method of escape... or perish beneath the unforgiving Dark Sun!
With their enemies revealed, now our heroes face the consequences of uncovering the truth. They will pay the price for their deeds in blood and fire.
Discovered by their enemies, our heroes engage in a deadly double-bluff. Has time run out for them at last?
Departing Nibenay aboard the trade argosy, our heroes delve into the mystery of the illicit beetle trade. But the truth proves an elusive target and they are soon enmeshed in peril increasingly far from home.
Our heroes depart the Red Tower and strike out for Nibenay. But the road will not be an easy one, as vengeance follows hungry on their heels...
Heading across the desert, our heroes leave Outpost Three behind. Ahead lies the mysterious Red Tower and a reckoning with the mastermind behind the attacks on the Outpost...
The Return of To Tame a Land actual play! Besieged in a lonely trade outpost, a band of wanderers face marauding attackers. But with a vast dust-storm rolling in, they are running out of time to make their escape.
Our heroes reach Ur Draxa for the finale of the campaign. Only the Dragon of Tyr itself stands between them and ultimate victory...
Our heroes set sail for the Valley of Dust and Fire to rescue their old friend Korgunard. Their journey will not go unopposed as now the greatest powers on Athas stand arrayed against them.
Faced with insurmountable foes, our heroes break into the Golden Tower to seek the lore of lost ages. They find more than they expected awaiting them there...
Hunted by undead horrors, our heroes have only one chance for success against their enemies - they must resurrect the avangion Korgunard. But doing so risks a confrontation with a foe unlike anything they have ever encountered.
Our heroes descend into the ruins of Kemalok in search of the Scourge of Rkard. But in doing so, they set in motion a chain of events that cannot now be undone.
The time has come to deal with the Levy once and for all. But how do you solve a problem like the Dragon?
Our heroes storm the fortress of Dasaraches in a final confrontation with the order of psionicists known as The Order. A reckoning also awaits with their old friends from Urik...
At last our heroes reach the Dragon’s Crown Mountains! But the order of psionicists known as The Order has laid a deadly ambush for any who dare draw near their stronghold...
In the Hinterlands, amidst the ruins of an ancient kreen civilisation, our heroes are drawn into a massed conflict between rival hordes of the mantis warriors. And amidst this chaos, there comes a reunion with some old friends...
Deep in the Forest Ridge, our heroes are prisoners of Pakk the Think-Maker. Even if they win their freedom, there still remain the wastes of the Hinterlands between them and Dragon’s Crown Mountains...
Returning to the Forest Ridge in search of the Dragon’s Crown Mountains, our heroes discover where Korgunard has gone. But in tracking him down, they make some deeply unpleasant discoveries...
Our heroes reach Akarakle and prepare to learn the secrets of the Wind Mages. But there still awaits a reckoning with past deeds when they at last return to the mainland...
Our heroes reach the island of Morgazh, where they hope to find the ruined fortress of Akarakle. But the undead remnants of a lost army lie between them and the ruins, and our heroes must now find a way through the horrors that call the island home.
Adrift on the Sea of Silt, our heroes are soon rescued by a passing silt skimmer. But, once aboard, they realise that all is not as it seems on the vessel...
Our heroes are locked in battle with the giants of Lake Island. Even if they are victorious, further challenges remain, not least how to escape Lake Island itself...
Our heroes head out in search of the lost fortress of Akarakle. But to reach it, they must cross the most treacherous terrain on Athas - the Sea of Silt!
In the city-state of Urik, our heroes take part in a bloody match of Death Ball. If they are victorious, they will win Hamanu‘s favour. Game on!
Our heroes return to the city-state of Urik. Old friends and old enemies alike await them there.
Our heroes confront the undead lord of the ruins of Othand. At last the scroll they seek is within their grasp.
Our heroes delve into the catacombs below the ruins of Othand. There, undead horrors await, but somewhere also the ancient scroll they seek...
Searching for an ancient scroll in the ruins of Othand, our heroes realise that the psionic interference field is having a profound effect on the Tablelands. And before they can find the scroll, they must face the dreaded Black Sand Raiders on their home ground.
When a psionic interference field sweeps over the Tyr region, our heroes find themselves in the thick of a growing crisis. At the same time, their feud with House Minthur deepens at an alarming rate.
Investigating clues that lead to the Dragon‘s stronghold, our heroes at long last find themselves in Gulg. Now they must face the perils of the Red Moon Hunt.
With the Order struggling to conceal its activities, our heroes try to remain one step ahead of them. And they finally discover a lead that may reveal the next step in uncovering the secrets of the mythical Dragon.
Returning to Tyr, our heroes discover old enemies and new are at their doors, and hear a plea for help from the most unexpected of quarters...
Our heroes are asked to assist with a covert mission to Gulg but all is not as it seems. And the question of the Levy remains - Tyr‘s reckoning may be at hand.
As our heroes struggle to reach safety in order to finish Korgunard‘s spell, they find unexpected allies along the way. But there still remains a final confrontation with the forces of Hamanu, Lion of Urik.
Fleeing the city-state of Urik with Hamanu‘s forces hot on their heels, our heroes strike out across the desert. If they cannot reach safety in time, all they have suffered will have been in vain.
Our heroes journey to the city-state of Urik to meet with its Veiled Alliance. What they learn there may well change the face of Athas forever...
The showdown with Urik is here at last! Our heroes lead their strike force against the Urikite vanguard in a daring ambush, while the fate of Tyr hangs in the balance!
Tyr‘s army marches out to war, with our heroes at its head, searching for the Veil of Stone. But their ranks are riven by dissent and if Tyr‘s defenders cannot find unity, the desert will claim them all, long before they come face to face with Urik‘s might.
On the last night before the war, our heroes contemplate what lies ahead. Peril, absolutely. Death, almost certainly. But also sausages - the finest in Tyr - and at last there something worth saving under the unforgiving crimson sun. Mmmm. Sausages.
On the brink of war, Tyr is falling apart. Former slaves are starving, nobles are clamouring for power, and merchants are hoarding all they can before conflict breaks out. If our heroes cannot manage to forge new alliances in the troubled city-state, Urik‘s forces will crush Tyr before its people ever understand what freedom truly means...
With Kalak dead, Tyr is free - but its people soon learn that liberty does not bring peace. With war on the horizon, the city struggles to deal with fresh challenges and our heroes race to retrieve vital intelligence before open conflict erupts around them.
The Grand Melee begins! While the party‘s gladiators face friends and foes alike in the arena, their companions struggle to evade capture by templars. And, succeed or fail, none can escape the evil plans of Kalak, Tyrant of Tyr!
Departing the city-state of Tyr, our heroes head for the jungles of the Forest Ridge, seeking Nok, the legendary halfling shaman. But the mighty Ringing Mountains separate Tyr from the Forest Ridge, and few are they who have attempted such a journey and lived...
The conspiracy to overthrow Kalak the Tyrant gathers pace and our heroes face a return to both the Golden City and the slave pens. But the shadow of betrayal is never far away and they soon learn that the keenest blade is the one that strikes closest to home.
Reaching the decadent city-state of Tyr, our heroes fall afoul of Kalak the Tyrant's hated templars. But plans are afoot to bring change to Tyr, and the former slaves are soon embroiled in the heart of the conspiracy.
Finding the oasis of Kled poisoned by the Jura Dai elves, our heroes pledge to rescue the druid who tends the oasis. But they have not reckoned with the chieftain of the Jura Dai... or his ambitious daughter.
A band of escaped slaves finds themselves stranded in the desert. Despite their misgivings regarding each other, they must join forces in order to survive - or perish beneath the Dark Sun.