Dark Sun: On the Road to Kurn (Inactive)

Game Master EltonJ

The heroes are all caravan guards on the way to Kurn from Tyr. They find that the way to Kurn can be dangerous and maybe fatal. But will they discover the secret of Kurn?


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Checking out if anyone is interested in a Dark Sun campaign. Heroes Under a Dark Sun is obviously set on the planet Athas. The plan is that the heroes guard a caravan on the way from Tyr to a little known city state called Kurn.

Just checking to see who is interested.


Yes. yes there will be much interest. Will you be using one of the conversions out there or just straight Pathfinder or something?


ignuspyre wrote:
Yes. yes there will be much interest. Will you be using one of the conversions out there or just straight Pathfinder or something?

I haven't decided, yet. The game will definitely be Pathfinder, though. It's set during the new timeline, so there isn't a raging dragon across the lands. Since the campaign has a destination (from Tyr to Kurn), there is a definite end to the campaign.

Sovereign Court

I like me some Dark Sun, for the most part. I could play a templar of Kurn. ;) (I kid.)


Jesse Heinig wrote:
I like me some Dark Sun, for the most part. I could play a templar of Kurn. ;) (I kid.)

You could, but Kurn is the destination.

Sovereign Court

All the more reason to have someone in the party who knows the way there. Though Kurn is kind of a special case city-state and a templar from Kurn would be, eh, odd. Story hook could be having gone out to engage in trade or spying or whatnot and now coming back home. Or maybe engaging in diplomatic relations with Tyr and returning with messages for the monarch of Kurn.


The monarch of Kurn is a level 24 Avangion.

Sovereign Court

I am aware, hence why I was half-joking. Oronis does still have templars to handle bureaucracy and internal security issues, but they are a far cry from the evil money- and power-grubbing templars of other city-states.

It's an oddball concept and not one that works too well (you have civic powers but can only use them in Kurn, which is the end of the campaign), so I would be more likely to go with something more conventional for the setting. I merely brought it up because it is so rare to see anyone referencing Kurn.


Thanks for hosting (or at least for thinking).

I am certainly interested. It would depend on what you had in mind for game format but Dark Sun is one of my favorite settings.

-------
Dark Sun fans:
I've been reading up on Dark Sun and am seriously thinking of starting a DS campaign (again). I say again because I started one a couple of years ago but I ended it prematurely (after communicating this to the players so not just disappearing).

Hower, this won't start until late June because I have some vacation planned. Not smart something when you are planning on leaving for a couple of weeks.

Anyway, check back in late June for a recruitment thread.


Definite interest.


neat. :)

Liberty's Edge

1 person marked this as a favorite.

Count me in as well


Thoughts on Thri-Kreen? I will actually not be using a multi-armed war god build. I have more... interesting things in mind.


Dotting, as I can't get into any of the darksun games that were recently on the forums. What system were you thinking about using?


1 person marked this as a favorite.

Ah, Athas, There is always interest in a 'Dark Sun' game...

This is the Fan made Conversion that everyone has been recommending.

It is very well done...


It's imperfect.

It's missing the pterrans as a race. It's also missing the soulknife as a class. Not to mention rules for certain advanced beings (Avangions for instance -- elemental beings and spirits of the land for another. It only addresses dragons.)


I could be interested. I played the first of the two CRPG's set in Athas way back when, but never played Dark Sun at the table, so it would be interesting to do so.


EltonJ wrote:

It's imperfect.

It's missing the pterrans as a race. It's also missing the soulknife as a class. Not to mention rules for certain advanced beings (Avangions for instance -- elemental beings and spirits of the land for another. It only addresses dragons.)

It's also missing aarockra. They are apart of the setting too.

Grand Lodge

1 person marked this as a favorite.

Is there a place to buy the Campaign setting book in PDF?


Right here for the expanded and revised (for 2nd Edition), and here for the 4th edition take on Dark Sun.


Pathfinder Adventure Path Subscriber

I was in Fabians Dark Sun campaign and it was pretty awesome.

I´m definately interested in another Dark Sun game, but it depends a bit on the rest of the group.

Guess one of the major questions these days is, will there be psionics and if so, Paizo "Psionics" or Dreamscarred Press?


Hayato Ken wrote:

I was in Fabians Dark Sun campaign and it was pretty awesome.

I´m definately interested in another Dark Sun game, but it depends a bit on the rest of the group.

Guess one of the major questions these days is, will there be psionics and if so, Paizo "Psionics" or Dreamscarred Press?

Dreamscarred Press psionics will be used.


Always. Since I can never seem to get into any regular games I create characters for, only when I run...


I'm in one, but you can never have enough Dark Sun.


I tried getting a live group up on Roll20 a while back, but no one seems to be interested on Roll20 apart from some "IT MUST BE AD&D!" people. Which is a shame, really, considering how much time I have just to dawdle around with.

I'm glad you guys on Paizo are more into older settings with newer rules.


I think I scared everyone away when I said we are going to do DSP's psionics instead.

Oh well.


I don't think you have...


Nope, I'm still here, and I love the use of DSP psionics.


No problem here either.

How much interest are you looking for before running a game?

BTW, I found this Pathfinder Dark Sun conversion site, which looks pretty good at a first glance.


Fabian Benavente wrote:

No problem here either.

How much interest are you looking for before running a game?

BTW, I found this Pathfinder Dark Sun conversion site, which looks pretty good at a first glance.

At least four people, at the most six. Anyone who can be a bodyguard for a caravan headed for Kurn.


I don't think anyone was scared away, just waiting for more information, or what you would like from us, or whatnot. =)


Well, I'm impressed with both conversions that have been made so far. Makes me wonder if the designers of both can have their options picked up by Wizards of the Coast. Or paizo. Perhaps they should be participating in the RPG Superstar.

Anyhow, want more information from me? I'll post that shortly.

Dark Archive

I'm more concerned that you aren't using the conversion I'm Familiar with,(the one that's been suggested in this thread) after all we can always create those races through the standard race maker, using the wild talent as a LVL 1 spell-like ability, and giving all the races a base of 18RP, seeing that all the core races have been bumped up to that level.


Nope, I prefer DSP psionics to Occult at this point. All I need to know what conversions you want to use for the Dark Sun specific races, and what other character creation rules you want to use.


I prefer DSP psionics as well. I'm trying not to come up with ideas until we hear the character creation. I don't want to get attached to an idea that won't fly.


Wanted to chime in with this, but I don't want to threadcrap or steer away from the recruitment/interest check.

Thoughts on the conversion:

FWIW Pterrans and Aarokocra are not that hard to whip up based on the race creation rules in the ARG. As one who helped a little bit with the Dark Sun Pathfinder conversion by Bodhizen, I seem to remember he deliberately left those 2 races out because they weren't in the original source materials, at least not for some time. They definitely weren't introduced as player options initially; they were just another race in the fabric of Athasian life.

I really like the conversion though I've made a couple of changes that I felt were necessary to preserving the flavor of Dark Sun -

1) Cold Iron costs x100 just like steel (instead of x20 per the conversion rules. In Bodhizen's first draft he had steel at x20 but some of us persuaded him to raise the cost to x100 per the original D&D 2e rules. I believe leaving Cold Iron at x20 was an oversight, in that context.)
2) Spells that create food and water out of thin air do not exist, or at the very least should be bumped up a level or two to make them more costly. (example - Create Water is far, far too powerful a spell in the Dark Sun setting. As a spammable 0-level spell it single-handedly trumps the significant and meaningful challenge of finding water, which is quintessential to the setting.)


Zedth wrote:

Wanted to chime in with this, but I don't want to threadcrap or steer away from the recruitment/interest check.

** spoiler omitted **

It's okay, Zedth. When I bought Dark Sun, I didn't get the original at first. I picked up the Revised and Expanded version by Bill Slavisek (I bought it so I could impress my cousin, it was rules on defilers and preservers I was after). So, I couldn't get the original rules set or the first adventure with Neeva on the cover ("DS1-Freedom").

So I tend to favor conversions after the Prism Pentad. I also picked up 4th ed. Dark Sun as well. The first conversion was done before the Prism Pentad. The second one I'm looking at is after. Both are well done. I would like to use the first, despite how much I don't like Occult Adventures.

I tried to be pragmatic enough without letting my personal feelings about the OA supplement get in the way, but this is Dark Sun. I'd have to ask the Psychic if he's planning on preserving or defiling since psychic magic isn't psionics. The rules set still is magic, to me.

More info:

Everyone can create characters at 5th level. Pterrans and Aaracroca are viable player character races. One can also create a Kalashtar.

Psionics or Occult
DSP's psionics will be used instead of Occult Adventures. If anyone makes up a psychic, they'd have to choose whether they can preserve or defile the land with their power.

Classes
I have the following books for classes: Pathfinder Core rule book, Advanced Player's Guide, the Advanced Class Guide, the Advanced Race Guide, and Pathfinder unchained. I also have Ultimate Psionics. If you choose to be a psionic class, choose from Psion, Wilder, Soulknife, and Psychic Warrior please. I know the others can be cool, but they can potentially take away from the flavor of Dark Sun.

Clerics and Druids
Most clerics are worshipers of the four elements. Since we are just doing a short campaign, we won't worry about Advanced Being transformation for them. Same goes for Druids becoming spirits of the land.

Defilers and Preservers
although Defilers can become Dragons, and Preservers can become Avangions, we won't worry about Advanced Being transformation for them.

Starting place
Tyr is the starting place, Kurn is the destination. Players can be either from Tyr or from Kurn. The second is mostly old Kurn, but new Kurn can be an origin point as well. The idea is for the player characters guarding a caravan to Kurn.

Timeline
The adventure happens ten years after the slaying of Sorcerer King Kalak.


Pathfinder Adventure Path Subscriber

I think there´s more than 2 conversions, but i´m not 100% happy with any of them. 90% though^^.

Some of the main questions that mostly seem to come up::

1. Races:
-DS half giants
-DS Three Kreen
-DS Arakroka
-Paizo half elementals
-literaly all other Paizo races from goblins over catfolk to kitsune.

2. Magic defiling and how to psionic.

3. Materials
For Dark Sun, i think using sub par materials brings a lot of the feel. That also makes crafting skill important. And, the background skills as well as automatic bonus progression are really a good pick for a PF DS game in my eyes.

4. Classes


Pathfinder Adventure Path Subscriber

Uh nice. I actually have the original Dark Sun Box complete at home. It´s a nice treasure.

Mh running psychic magic as actual magic makes a lot of sense.


Should we use Bdhizen's conversion or the one Fabian pointed out? Personally, I would prefer Fabian's, but I can work with either. :)

(One thing not in the conversion Fabian pointed out are Traits. They are however in the Bodhizen version. Could we use those if go with Fabian's?)


We are going with Bodhizen's conversion.

Yes, you may use traits.

-- Everyone, this is Dark Sun, so use 25 pt. buy.
-- Two traits
-- You get the average amount of gold in ceramic pieces.
-- hit points are averaged out.


Tempted.

I don't know a lot about the game universe but I really like the concept. I am in one Dark Sun game that just started on the forums here, but I wouldn't mind making a different type of character for this.

Dotting for now.


Wild Talent: 3d8 ⇒ (6, 1, 6) = 13

Dark Archive

Yay! I have a Thri-Kreen already all built up for a game like this, he's a Psychic Duelist from Occult Adventures, he's not gonna be a Defiler, no Metamagic for him. He's just gonna be a simple spellcaster

Sczarni

Hey all! I'm dotting for interest. I've never played Dark Sun before, but from what I know, it's one of the most unique and loved DnD settings of all times, and I'd be very interested in joining.

I'm not quite acquainted with the story of the setting, bar the things already in the conversion - Probably the same traits will carry over to the character I'd be interested in making.


EltonJ wrote:

I think I scared everyone away when I said we are going to do DSP's psionics instead.

Oh well.

Not Scared, Just busy!

Wanting to try something different, will go with a Mul Brawler, he would have been a gladiator now a guard.


Hey GM,

What are the posting expectations?

How often will you post?

Are your other games an indication of what this game will be like?

Thanks for hosting!

Sczarni

Hi, GM!

A couple of questions:

First, I'm assuming that we're going with Cold Iron weapons cost x100, and with the Athasian starting gold, instead of the Golarion one? Just double checking. Alchemical Silver is still x10?

Second, since the scope of the game is a bit lost on me - considering Tyr is in something of a bad spot, how successful would a gladiator be, if they were 5th level, as we're starting? Is it a big enough city for said gladiator to be sold off as a guard, or small enough for said gladiator to consider moving out due to no worthy enemies, and a caravan guard's income would be better off than a gladiator in Tyr?

I think that's about it, for the moment.


Fabian Benavente wrote:

Hey GM,

What are the posting expectations?

How often will you post?

Are your other games an indication of what this game will be like?

Thanks for hosting!

I try to get a post in every day, except on Saturdays, which is reserved for my rest. My FR game was based on a similar idea, move the PCs to a certain destination. My eberron and the ptolus games pretty much write themselves.

I'd like you to post at least once a day. I'm not Aubrey the Malformed, so I'm not asking you to post every hour. Although that would be nice. Once the group reaches Old Kurn, the campaign is at an end.


The Lion Cleric wrote:

Hi, GM!

A couple of questions:

First, I'm assuming that we're going with Cold Iron weapons cost x100, and with the Athasian starting gold, instead of the Golarion one?

A. Athasian starting gold -- which is ceramic pieces.

Quote:
Alchemical Silver is still x10?

x100

Quote:
Second, since the scope of the game is a bit lost on me - considering Tyr is in something of a bad spot, how successful would a gladiator be, if they were 5th level, as we're starting?

A. Your gladiator might get tired of fighting in the arena and is sold off as a guard. Up to you.

Quote:

Is it a big enough city for said gladiator to be sold off as a guard, or small enough for said gladiator to consider moving out due to no worthy enemies, and a caravan guard's income would be better off than a gladiator in Tyr?

I think that's about it, for the moment.

A. Yes, I believe that can work out. Are you going to be an Arena Mage or something else? An Athasian necromancer is also interesting.

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