Re-recuitment for Legacy of Fire in Dark Sun


Recruitment

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Hello friends,

I'm looking for another player or two for my Dark Sun campaign (link in my profile, including rules, etc. on the campaign info and recruitment threads).

The story so far: the heroes are part of an embassy dispatched from House Vordon of Tyr to revitalize a forgotten trading post named Kelmarane that is located near the Lost Oasis, in the far south west corner of the Tablelands. The trading post has been overrun by Gnolls.

The heroes' caravan, a moving palace called Destiny's Chariot, was stopped while passing the ruins of Kalidnay, from where House Vordon originated. Strange sounds and flickering lights were seen in the distance.

The caravan was accosted by the Pavilion of Mercy, a massive floating vessel shaped like a pyramid, and guided by Faalcuun the Majestic, a decrepit T'liz dragon, and former apprentice of Dregoth. He charged the heroes to enter the ruins of Kalidnay and close the Great Orrery, a trans-world gate which has been opened by mysterious forces, and which is guided by the awakened and wrathful mind of Kalid-Ma and her five greatest templars. These minds are located in five large pylons spread throughout the city, and must be deactivated to shut the gate. The parties of the other sorcerer-kings are drawing near, since it is rumored that the Great Orrery can open a door to a world that contains an artifact known as the 'greater seed' which can speed up the dragon metamorphosis process.

The heroes witness the Great Orrery open in the sky and disgorge a large and mysterious flying vessel with six wings, which descends into the ruins.

The Great Orrery also forms a wall of psionic orbs which surround the ruins, so the heroes decide to attempt to enter the ruins by going under this barrier -- entering through the tunnels of an abandoned Diamond Mine.

They enter the mine, and encounter morlocks engaged in a ritual sacrifice to a fire drake. They fight the morlocks to a standstill, and are currently negotiating with the intellect devouerer masters of the morlocks. The intellect devourers want the heroes to meet the 'Master of the Aerie,' a mysterious being who dwells in the depths of the Diamond Mines, who, the intellect devourers claim, wishes their aid in confronting new enemies that have emerged from the depths beneath the city -- the serpent-spiders.

I need some captives of the morlocks the intellect devourers are going to hand off to the PCs. They are survivors of a caravan from Raam that was betrayed en route by two of its guards, who were disguised dray in the service of Dregoth. They traded the caravan members to the morlocks in exchange for free passage through the mines.

Let me know if you have questions! Hope to hear from interested parties!


Sounds cool! is there any skill set the current party is lacking in?


We currently have

Male Human Spell-less Ranger/4 - Soul Knife /champion 2
Female Dwarf Druid 4 / Conjurer (preserver) 4 / Mythic 2 (hierophant)
Elf Male Paladin VMC Cleric 4/Archmage 2
Thri Kreen (Wizard 4/Psion 4/Archmage 2)
Male LN Human gestalt unchained monk/kineticist 4 | overmind 2

So maybe a skill monkey character?


Or a buffer character like a bard or marshal


Our bard just came back -- I think, then, we could use a trap detector/sneak attack character like a slayer or thief

Anyone interested? I can summarize the story and NPCs to get you up to speed.


How familiar with the Dark Suns setting do you want applicants to be? Because the adventure path intrigues me, but I know next to nothing about the setting (aside from giant ant people being a race, I think...)

Because I have a Tinkerer alchemist concept that might just fit the bill on this... (Might be able to fit the vivisectionist archetype on top for sneak attacks... Have to double check)


There are some wikis and stuff linked that might help you get oriented.

I don't require that you be super familiar, just that you be willing to learn and participate.

I'll be honest that I'm a huge world-builder, and I'm not only using the canon, but expanding upon it -- so you'd have to like to be in a campaign with a complicated backstory and lots of NPCs.

For instance, one of the ways I changed or expanded the canon is I incorporated the Precursor aliens from the old Alternity Stardrive setting into the history of the world -- the magic is actually super advanced technology from these ancient visitors.

I'd be happy to answer any setting info questions you'd have and point you to sources. I think I can get you up to speed on the necessary information without a lot of difficulty.


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Pathfinder Adventure Path Subscriber

I'm always interested in Dark Sun!
And i have a nice idea for an unchained rogue/unchained monk.

5d6 ⇒ (5, 4, 6, 1, 4) = 20 19
5d6 ⇒ (4, 6, 5, 4, 5) = 24 20
5d6 ⇒ (4, 2, 4, 3, 2) = 15 13
5d6 ⇒ (3, 4, 6, 4, 5) = 22 19
5d6 ⇒ (3, 1, 6, 3, 2) = 15 14
5d6 ⇒ (4, 3, 3, 6, 6) = 22 19


I've been working on this nomad/rogue. The background is generic in terms of setting, and may need some tweaking.. but lemme know your thoughts if and when you get a chance.


The site has been kind of funky -- things to check

--background skills
--Hero Points
--Wounds/Vigor
--Feat Tax rules
--1 feat a level if gestalt (which both of your submissions are)
--Stamina/combat tricks for martials if they want that.
--Skill unlocks for skill monkeys if they want that.

I'll try to get some posts for both of you up to introduce you to the game, but the site has been really spotty.


This is my submission.


If the site fix holds, maybe we cant get started again!


Howdy, are you still recruiting?


Sure -- what do you want to play?


I assume from gameplay you've decided to go with Amunet-Ra, eh?


Sorry, the outage really messed everything up -- I added her because the character was completely done.

The background for your character doesn't have much direct application to an Athasian halfling -- are you familiar with the Dark Sun halflings? They're cannibals with bio technology -- so I'd need you to work on that a bit.

Did you check that the rules correspond to those for the other players?


Yes.. I know Dark Sun. He is not so much a cannibal, but I did change the background to be fit the setting.
If you’re considering a second rogue I can work on tweaking it further if needed


Give me a day or so to come up with a introductory post for you -- as I mentioned, it would make sense if you're from a Raamite caravan that was assaulted by Dray. If he's a rouge, there can also be a connection to the Raamite underworld/black market.


Based on the current story, it would work better if you were from Raam, traveling to Balic, instead of Nibenay and Tyr. Is that okay if I change that when I write your first post?

How about your family is a member of a halfling clan that was severed from wider halfling society and were part of a slave village of the wastes. From there they made their egress to Raam.


Just to be clear, I'm going to add you, I just need to figure out how to work you into the ongoing story -- there are also a lot of house rules. You seem to be the right level and other basic stuff -- but its hard for me to check the finer stuff like allocation of skill points and such.


Sure.. that's fine if you think that'd be better. I'm pretty familiar with Balic, less so with Raam, but I'll read up on it.

Sebecloki wrote:
How about your family is a member of a halfling clan that was severed from wider halfling society and were part of a slave village of the wastes. From there they made their egress to Raam.

That works... I had in mind that his parents had split from a particularly savage clan. I will adjust the background to suit.

Thanks, I appreciate it... I'll keep an eye out.


I'm adding to the Raam lore too: here are the important points.

Raam is based on Mughal India.

There are two different cultures/societies. One if the Temujin (Mongol/Persian/Arabic); these used to be nomads who lived on the northern plains and were fierce horse archer warriors. They were recruited by Abalach-Re to be her army in the Cleansing Wars. She is their Khagan, Stultana, and Grand Vizier.

There is also the ancient, indigenous culture of the city, which is Indian, and called the Desi. They are composed of humans, varanas, nagas and other races that share a common culture and language. Before Abalach-Re conquered the city, it was ruled by a race of ogre-magi known as the Yaksas, who possessed potent magical abilities.

The city is currently in a beleaguered state -- the fields turning barren and the mines running dry.

Abalach-Re claims to be the earthly representative of a divine being named Badna/Visnu/Ramachandra

One of the principle features of the city is the Mountain of Assassins or Jebel al Hashashin. It looms over the city and was originally the center of Temple of Doom style Kali cult of Thugges. These were replaced by the Hashashin of the Temujin when Abalach-Re conquered the city.


So, I was trying to post this several days ago:

Awesome, I have 2 1/2 ideas I'm working on. I am fleshing each one out mechanically and flavor-wise to help me choose. One is a wandering prophet(oracle/witch), the other a former(?) concubine slave.

This question applies for both ideas:

For other races, is it okay to bump up their race points a bit to match? I was thinking specifically of skinwalkers and sylph(possibly changeling). An extra +2 to an unmodified stat seems to be the norm, and perhaps a race-specific feat?

Things have developed since then, but I am still curious.


Jimbli Willit wrote:

Sure.. that's fine if you think that'd be better. I'm pretty familiar with Balic, less so with Raam, but I'll read up on it.

Sebecloki wrote:
How about your family is a member of a halfling clan that was severed from wider halfling society and were part of a slave village of the wastes. From there they made their egress to Raam.

That works... I had in mind that his parents had split from a particularly savage clan. I will adjust the background to suit.

Thanks, I appreciate it... I'll keep an eye out.

I'm getting you a post together -- the immediate situation is an intellect devourer and some morlocks who kidnapped your caravan are pushing you into the current group as part of a negotiation. I'm also going to write you a flashback bit to explain how you got from Raam to here.


Slyness wrote:

So, I was trying to post this several days ago:

Awesome, I have 2 1/2 ideas I'm working on. I am fleshing each one out mechanically and flavor-wise to help me choose. One is a wandering prophet(oracle/witch), the other a former(?) concubine slave.

This question applies for both ideas:

For other races, is it okay to bump up their race points a bit to match? I was thinking specifically of skinwalkers and sylph(possibly changeling). An extra +2 to an unmodified stat seems to be the norm, and perhaps a race-specific feat?

Things have developed since then, but I am still curious.

Yes, you'll have to adjust all the races slightly -- the conversions are like 18-25 pts. I think, check the pdf. In the original recruitment thread, someone almost finished putting together a Sussurran, but didn't end up playing, but I'm totally fine with the same principle and your basic suggestions for the conversion seem sound. I think the advanced race guide breaks down some of the material into a point system if that would be helpful.

You can honestly make both characters if you want -- I need to revitalize this group -- 2 people dropped out after the outage.


As I said in the PM, I'm potentially interested. Let me look over the original recruitment, and start trying to come up with a concept.


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The characters are now 4th level single class or gestalt and 2 mythic tiers -- I think they started at 3rd and 1 mythic level.


What's the current party make up and is there anything that's seriously lacking.

I am *considering* a Marksman, possibly gestalting with a Zen Archer Monk.


We lost a Druid/Preserver, so another full caster or healer could be useful.

We lost a Bard, so a skill monkey character might be useful.

We don't really have a front line tank, just an archer.

A pet class like a summoner, or hunter, or whatever the occult one is could also be useful.


Sounds good, putting it together.

Stat: 5d6 - 5 ⇒ (3, 6, 3, 6, 2) - 5 = 15
Stat: 5d6 - 4 ⇒ (6, 3, 5, 2, 2) - 4 = 14
Stat: 5d6 - 6 ⇒ (4, 5, 6, 2, 4) - 6 = 15
Stat: 5d6 - 4 ⇒ (5, 5, 1, 6, 3) - 4 = 16
Stat: 5d6 - 4 ⇒ (1, 4, 3, 4, 3) - 4 = 11
Stat: 5d6 - 2 ⇒ (1, 6, 4, 2, 1) - 2 = 12

Going with the 35.

Talent: 3d8 ⇒ (2, 5, 8) = 15


Sebecloki wrote:
Jimbli Willit wrote:

Sure.. that's fine if you think that'd be better. I'm pretty familiar with Balic, less so with Raam, but I'll read up on it.

Sebecloki wrote:
How about your family is a member of a halfling clan that was severed from wider halfling society and were part of a slave village of the wastes. From there they made their egress to Raam.

That works... I had in mind that his parents had split from a particularly savage clan. I will adjust the background to suit.

Thanks, I appreciate it... I'll keep an eye out.

I'm getting you a post together -- the immediate situation is an intellect devourer and some morlocks who kidnapped your caravan are pushing you into the current group as part of a negotiation. I'm also going to write you a flashback bit to explain how you got from Raam to here.

Cool. Sounds good


I would like to make use of a DSP Psionic class, as they aren't always allowed, plus Dark Sun and Psionics go together like owls and bears, lolol.

Maybe I will put forth a Psychic Warrior of some sort.


DSP psionics are fine


Question, are the Aptitude Knacks in the PF Alpha doc accessible to only single class characters, or do the gestalt ones get them too?


The 'mastery' system for feats is only single class characters -- is the aptitude knacks system the skill unlock? If so, then yes, gestalt can have those, just not the higher feat progression.


Yea, the aptitude knacks are the 'magical' skill unlocks.


It's too bad you can't combine these archetypes:

Myrmidon

and

Child of War


I'm currently considering a Mul Psychic Warrior(Pathwalker). Going to go Gestalt, but unsure what my second class will be. Possibly Fighter.

If I do decide on playing a Mul, could I take the Human Psychic Warrior FCB?

Also, I think I saw mention of people doing racial conversions to be be more in line with Athasian races, is that available to check out?


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Dark Sun PF conversion

... and other stuff from original recruitment Recruitment first post


Thank you kindly!

Are story feats allowed? Also, do we get traits?


Just caught up on the initial recruitment,

Question: I've seen a lot of GMs that utilize ABP allow you to choose between getting a +2 to physical or mental, which can't be changed later.

Ie, normally, at 6th level(which is what we are in terms of ABP), you would get a +2 to a mental stat, but what I've seen a lot is letting you pick +2 to a physical stat at 6th, and then +2 to a mental one at 7th.

Are you using this, or must we go with +2 to mental at 6th, and +2 to physical at 7th?


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You can have story feats and traits if you want, I don't think anyone else is using them.

Any of the options for ABP is fine for me.

Because a mul is a dwarf/human, I will allow the human or dwarf FCB if there's not one listed for the mul in the conversion document.

Actually, there's a paizo FAQ about archetypes that are thematically but not RAW compatible, and there is some DM leeway. Follow the principles enunciated below, and I will allow both myrmidon and child of war.

Quote:

Sorcerer, Crossblooded and Wildblooded: Can I take both of these archetypes for the same character?

No, because the archetype rules say none of the alternate class features can replace or alter the same class feature from the class as another alternate class feature. Because the crossblooded and wildblooded sorcerer archetypes both alter the bloodline arcana and bloodline powers, they aren't compatible archetypes.

Note that it is certainly within the GM's purview to allow this combination. However, the character should not be able to use the crossblooded archetype's ability to select a lower-level bloodline power that was replaced by the wildblooded archetype. For example, a wildblooded brutal (abyssal) sorcerer replaces "strength of the abyss" with "wings of the abyss" at 9th level; the character has "paid" for the wildblooded archetype by giving up "strength of the abyss," and can't use the crossblooded bloodline to select "strength of the abyss" as her 15th-level or 20th-level bloodline power.


5d6 ⇒ (1, 3, 6, 3, 1) = 14 = 12

5d6 ⇒ (6, 1, 1, 3, 1) = 12 = 10

5d6 ⇒ (2, 5, 3, 4, 2) = 16 = 12

5d6 ⇒ (4, 2, 1, 1, 2) = 10 = 8

5d6 ⇒ (5, 1, 6, 6, 2) = 20 = 17

5d6 ⇒ (3, 4, 2, 4, 1) = 14 = 11

5d6 ⇒ (6, 3, 1, 5, 4) = 19 = 15

I believe that's a 25 point buy, so I'll go with the 35.


Since I'm a Mul, and I'm going with a pair of martial classes, I figured I might as well be a gladiator, as many(most/all) Muls tend to be.

I'm thinking of taking the following Story Feat:

Famed Gladiator:

Famed Gladiator (Story)
You are well-known in the gladiator pits as a fierce warrior.

Prerequisites: You must slay at least 50 intelligent
combatants in the arena, or have the Competition
Champion, First Kill, or Gladiator background.

Benefits: Your skill in the arena is so well known
and feared that you gain a +1 bonus on attack and damage
rolls, and a +1 bonus on Initimidate checks. When
fighting in a gladiatorial arena, these bonuses are doubled.

Goal: Slay at least 200 more intelligent combatants,
then slay a foe that challenges you to single combat to
the death.

Completion Benefit: When you fight in the arena,
at the start of combat, all intelligent foes must make
a DC (10 + 1/2 your character level + your Charisma
modifier) Will save or be shaken for the duration of the
encounter.

And, since I believe I'm supposed to be from Raam, I was going to take this trait:

Raamite Warrior:

You have been well trained and well armed for battle. You begin play
with a heavy wooden shield and spear, both made from agafari wood and both of masterwork quality. You also gain a +1 trait bonus on attack rolls with your masterwork agafari spear.

Do these work/make sense story wise?


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Feat are fine.


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Map of Raam

That's my map of the city-state. The arena would probably be in the Noble's or Palace District. I hope that's also an advertisement for my investment in DMing--I spend a lot of time making maps and really developing stuff for campaigns.


Hmmmm... seriously considering making a Thri-Kreen Monk/Psychic, but it may be a while before I can get around to it.


Oh, Paizo...

Is a regular bard okay, or is it necessary to play a poisoner? If regular flavor is cool, I think I have my guy ready.


Yeah, 'good grief' with these boards huh?

The Athasian conversion document changes the bard's spellcasting out for poisoning abilities.

I don't think a standard Eryol Flynn style bard for works for the setting -- though I'm not opposed to you using the standard rules with spellcasting as long as you make accommodations for the setting.

There is a class of poets in Balic that are an option, and Raam also has some options I could make up from the mughal culture it's based on -- tell me more about your character and let's figure something out, perhaps with an archetype or other flavoring. Balic is near Kalidnay, I could easily make up a background for the character from there, and I already have a Raam storyline I could plug him/her into. I think the Greek/Roman poets from Balic would be kind of interesting, but it's your choice, what direction do you want to go?


Interesting, that might work, or something similar.

The idea behind the character is that he was purchased as a child to be a noblewomn's daughter's childhood playmate, an eventual concubine as they aged. So, he was raised near the nobility, but not part of it. At some point, the noblewoman and her daughter flee the court as she is suspected of using arcane magic. Adir(my guy) is left behind, and now he searches for the young woman to whom he belongs. He has a bit of a mad prophet vibe.

Mechanically, I want to use the Fortune-teller and Seducer archetypes for a bard/witch.

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