The Inheiritance of the Crimson Sun (Legacy of Fire AP in Dark Sun)

Game Master Sebecloki

Maps and Images:

Battlemaps:

Current Encounter Maps:

Myceloid Cavern
Earth Drake Layer: Overview
Earth Drake Layer w/our Grid
Earth Drake Layer w/ Grid

Battlemaps
Hex Grid

The Ruins of Kalidnay
The Ruins of Kalidnay I: The Ceramic Desert and Outskirts of New Kalid
The Ruins of Kalidnay II: Elder Kalidnay and the Diamond Mines of Khnum-Khamunkhephres
The Ruins of Kalidnay III: The Iridescent Desert and Magma Lake

Setting Maps

The Free City of Tyr
The Ruins of Yaramuke
The City State of Raam

The World of Athas

World Map I
World Map II
World Map III

Some additional ideas from the 'Arena' discussion forums of Athas.org that I will be using for this fan-created expansion of the Dark Sun world map include ideas from the following threads:

East side of the Sea of Silt

Beyond the Tablelands

And here are some ideas I will be incorporating in some fashion if Spelljamming ever comes up:

Dark Sun Sphere

The Tablelands and Beyond

The Tablelands I
The Tablelands II
The Tablelands and Beyond I
The Tablelands and Beyond II

Giuestenal

The Ruins of Giustenal
New Giuestenal

Chapter One: The Howl of the Carrion King

Tyr Region

The Ruins of Kalidnay Overview

The Riese: Levels 1-2
The Riese -- Side Perspective

The Scarab Hold: The Fortress of the High Templar Ahmun-Ahnpur -- Overview
The Scarab Hold: The Fortress of the High Templar Ahmun-Ahnpur -- The Spires of Apep: The Central Keep

Destiny's Chariot -- Overview
Destiny's Chariot -- Detail

Trading Post of Kelmarane I
Trading Post of Kelmarane II

Battle Market of Kelmarane -- Ground Level
Battle Market of Kelmarane -- Second Level

Temple of Elemental Earth of Kelmarane

Guard Post I
Guard Post II

Sulfuric Baths of Kelmarane -- Overview
Sulfuric Baths of Kelmarane -- Detail

Guild Hall of Kelmarane

Mills


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Male Yaksha Shadow Lord Stalker 6/Harbinger 6(gestalt) Trickster 2(mythic), Mage Hunter 2

Yeah, that's some of what I'm enjoying with Hamza. He gets some solid teleportation abilities through his maneuvers. Not sure if I'll go dimensional savant or not, especially if you are.


AC 39/36/36 | CMB/D 27/45 | Vig 151/151 Wnd 68/68 (20) | F+20 R +19, W +18; +2 vs. enchantments, +2 charm Init +24; Senses darkvision 120 ft., low-light vision*4; Perception +42 | Speed: 90 (Spider Climb + Dandelion Treat) | Defensive Abilities danger sense +2, evasion, uncanny dodge, vigor; DR 5/silver; Immune sleep, disease, enchan; Resist cold 10, electricity 10, fire 12; Fast Healing 2

I guess i will build up ranged combat a bit more, but actually maneuvers are the main stick here.
Dimensional Savant can support that as well and it's really good for someone with sneak attack, can flank with myself, but also lower enemies AC for others and provide debuffs.
Amunet-Ra could have some serious crowd control skills, if foes CMDs aren't too high^^

Guess i wouldn't mind some combats where we face many foes which aren't that powerfull. For Dark Sun, long adventuring days where we need to deal with our resources are also really appropriate and can help the GM balance some stuff.

I still have no idea what the other characters here can actually all do or not.


Male Yaksha Shadow Lord Stalker 6/Harbinger 6(gestalt) Trickster 2(mythic), Mage Hunter 2

Hamza has a pair of Path of War classes, which use maneuvers(strikes, boosts, and counters) much like the old Tome of Battle for 3.5.

I've given him a fair amount of different and varied maneuvers, including some that allow trip and disarm attempts, ways to make two weapon fighting deadlier, a teleportation attack, and a bunch of other cool tricks.

He's very much a hit and run, skirmisher style attacker. He's got a base movement of 55', which can situationally increase when he uses one of his main class features. He's also got a solid acrobatics bonus, and an awesome stealth modifier. Very a much a strike from shadows build. Probably going to look into spring attack, as I don't remember what's changed for that under the feat tax.


Damage (0) Wounds (36/44) Vigor (56) AC (34/25/29, +4 Stone Shield, +2 Air) Saves (9/9/15, +4 Hardy) Initiative (+7) Lvl 1 (6/6) Lvl 2 (4/5) Lvl 3 (4/4) Sword Spells (3/5) Mythic (7/9) Sword Surge (2/2) Acid Dart (9/9)

When should we do the level up?


Male Halfling psion (nomad)/rogue (cutpurse+scout) 6 / elocater 2 / trickster 3 W38 V127 ~ AC33 tch22 ff21 ~ F+12 R+19 W+14 ~ CMD29; Init+17 Per+18; spot traps within 10' d20+22
Hamza Mīnakshi wrote:
Probably going to look into spring attack, as I don't remember what's changed for that under the feat tax.

Mobility is part of Dodge.. therefore you only need dodge and +4 BAB as a pre-req


Rilkus Ironhand wrote:
When should we do the level up?

whenever you finish since some people already updated their sheets


Male Yaksha Shadow Lord Stalker 6/Harbinger 6(gestalt) Trickster 2(mythic), Mage Hunter 2

I just realized, as I was looking over the Athas book, that I never rolled for my Wild Talent. I am teh dumb!

3d8 ⇒ (8, 1, 1) = 10 Empathy. That works nicely!!

Also, character sheet is pretty much updated.


Damage (0) Wounds (36/44) Vigor (56) AC (34/25/29, +4 Stone Shield, +2 Air) Saves (9/9/15, +4 Hardy) Initiative (+7) Lvl 1 (6/6) Lvl 2 (4/5) Lvl 3 (4/4) Sword Spells (3/5) Mythic (7/9) Sword Surge (2/2) Acid Dart (9/9)

Think I’m about done on updating.

Didn’t know what we are doing with foebiting so just took spellcasting for now.


V: 56/56, W: 74/74, Temp HP 18, AC 17*, Fort +11*, Ref +9, Will +10*, Rage 23/23 , Power 9/9, Psi 7/7, Active Effects: Bull Strength

Catching up on Gameplay now. I'll get a first post in soon.

As for the level-up, I'm going with gestalt/mythic.

GM, since I've noticed there's been some confusion regarding the Grapple rules, I've linked This handy flowchart in my character sheet. Since there are now two Grapple-focused characters in the game I thought it would be helpful as a reference.

EDIT: I'll wait for Cae to do the summoning-thing. Raxus is basically his Eidolon, so I'm dependent on him to get introduced to the party.


Male Thri'Kreen UMonk 5/Psychic 5|Champion 3 | Vigor 71/71 Wounds 28/28 T14 | AC:38 T:27 Fl:31 | CMB: +10 CMD: 34 | F +9 R +10 W +9 | Init +10 | Perc: +12 Sense Motive +12
Resources:
Spells: 1st 5/7 2nd 4/5 | Ki pool 4/5 | Mythic Power 8/9
Current Effects:
Mage Armor, Resist Energy (Acid), Shield

I'm off for a weekend and you post so much. XD

What entrances can we see from where we're at deeper into the tomb? Are there six, if I'm reading the map right?


V: 56/56, W: 74/74, Temp HP 18, AC 17*, Fort +11*, Ref +9, Will +10*, Rage 23/23 , Power 9/9, Psi 7/7, Active Effects: Bull Strength

There's a surprisingly wide variance in our party's Vigor/Wound totals. Are we generating Vigor as normal, or is there some other system being used?


Ri'Kli'Klek wrote:

I'm off for a weekend and you post so much. XD

What entrances can we see from where we're at deeper into the tomb? Are there six, if I'm reading the map right?

Yes, there are six -- three on the left, and three on the right.


Raxus Half-blood wrote:
There's a surprisingly wide variance in our party's Vigor/Wound totals. Are we generating Vigor as normal, or is there some other system being used?

I think we talked about this earlier in the discussion thread -- there might be a mythic power or something that increases Vigor -- does anyone remember?


V: 56/56, W: 74/74, Temp HP 18, AC 17*, Fort +11*, Ref +9, Will +10*, Rage 23/23 , Power 9/9, Psi 7/7, Active Effects: Bull Strength

All mythic paths grant bonus Vigor. I don't think that accounts for the variation I'm seeing.

For instance, Cae the Paladin with a Con of 20 has 33 Vigor and Rokan the Monk with a Con of 10 has 74 Vigor.

Those numbers are confusing me.


Lion Heart: Witch/Godling(6) | Vitality: 119 | Wounds: 62 | AC: 50 | T: 44 | FF: 37 | DR: 10/silver | Fort: +30 | Ref: +36 | Will: +29 | CMD: 39 | Init: 20 | Per: 22 | Speed: 150' | Low-light Vision | Darkvision: 60' | See in darkness | Immunity: Electricity / Inhaled poisons, gas, fog, or cloud-based attacks and spells | Resistance: Cold:10 |

Con affects Wounds, not Vigor: Wounds & Vigor.

Also, I have not updated my sheet yet.


I looked at his sheet, and I think this explains it:

Psionic Body (Psionic) Your mind reinforces your body.
Benefit: When you take this feat, you gain 2 hit points for each psionic feat you have (including this one). Whenever you take a new psionic feat, you gain 2 more hit points.

Also, for every vigor roll, you can take half if you roll under half.


Damage (0) Wounds (36/44) Vigor (56) AC (34/25/29, +4 Stone Shield, +2 Air) Saves (9/9/15, +4 Hardy) Initiative (+7) Lvl 1 (6/6) Lvl 2 (4/5) Lvl 3 (4/4) Sword Spells (3/5) Mythic (7/9) Sword Surge (2/2) Acid Dart (9/9)

1d10 ⇒ 6

Forgot to roll. Worked out. :)


V: 56/56, W: 74/74, Temp HP 18, AC 17*, Fort +11*, Ref +9, Will +10*, Rage 23/23 , Power 9/9, Psi 7/7, Active Effects: Bull Strength

Oh, I see. Thanks for the help, I thought either I was doing something horribly wrong, or someone else was.


No worries, and please feel free to bring up further issues for discussion. This is a very congenial, diplomatic group, and we've been working through rules issues together in discussion as they come up.


V: 56/56, W: 74/74, Temp HP 18, AC 17*, Fort +11*, Ref +9, Will +10*, Rage 23/23 , Power 9/9, Psi 7/7, Active Effects: Bull Strength

Turns out, I was doing something horribly wrong. I figured it out and fixed my numbers.

I had to convert the Deathless ability to Wounds and did it wrong the first time.


Male LN Human gestalt unchained monk/psion (kineticist) 6 | overmind 3 | Vigor 137/137 | Wound 36/36 | AC 30 t 23 ff 23 | CMB+21 CMD 36 | F+11 R+12 W+11 | Init +12 | Perc +13, SM +13 | Speed 50ft | Stunning Fist: 6/6 | Ki: 7/7 | Power Points: 55/73 | Psionic Focus: 2/2 | Mythic Power: 9/9 | Emissary: 1/1 | Eternal Hope: 1/1 | Hero points: 1 | Denied: 1/1 | Extended Attack: 8/8 | Empowered Attack: 7/7 | Active conditions: none

So, if you click on my character it takes you to the sheet, and *that* has a link to a spreadsheet which works up all of the individual numbers for build. The "progression" tab shows what adds up to the vigor total (including the count of psionic feats that apply for Psionic Body), if you're ever curious.


V: 56/56, W: 74/74, Temp HP 18, AC 17*, Fort +11*, Ref +9, Will +10*, Rage 23/23 , Power 9/9, Psi 7/7, Active Effects: Bull Strength

I see it now. Neat build.


One of my recent posts includes info for Raxus in a spoiler to help you respond to Cae


V: 56/56, W: 74/74, Temp HP 18, AC 17*, Fort +11*, Ref +9, Will +10*, Rage 23/23 , Power 9/9, Psi 7/7, Active Effects: Bull Strength

I think you meant Rilkus being in the walls, not Raxus. I can see how those names will be a source of endless confusion.


I did make that mistake -- I just posted to clarify


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Male Yaksha Shadow Lord Stalker 6/Harbinger 6(gestalt) Trickster 2(mythic), Mage Hunter 2

Raxus, Rilkus and Ri'Kli'Klek.

I feel like this is a deep state conspiracy to mess with the GM....


Damage (0) Wounds (36/44) Vigor (56) AC (34/25/29, +4 Stone Shield, +2 Air) Saves (9/9/15, +4 Hardy) Initiative (+7) Lvl 1 (6/6) Lvl 2 (4/5) Lvl 3 (4/4) Sword Spells (3/5) Mythic (7/9) Sword Surge (2/2) Acid Dart (9/9)

And now I am glad to have gone druid. Being able to walk through walls, and create stone doorways, is proving to be pretty useful.

Edit!

Just realized that I have burrow speed of 10ft not earthglide. I get earthglide at lvl8. I got the cross referencing mixed up. Sorry about that.


It doesn't really effect the outcome of the current interaction, but I still need to confirm you're trying to tunnel outside, not into one of the six tombs off the central arcade.


Damage (0) Wounds (36/44) Vigor (56) AC (34/25/29, +4 Stone Shield, +2 Air) Saves (9/9/15, +4 Hardy) Initiative (+7) Lvl 1 (6/6) Lvl 2 (4/5) Lvl 3 (4/4) Sword Spells (3/5) Mythic (7/9) Sword Surge (2/2) Acid Dart (9/9)

For the party! We are trying to get *inside* right? Because we need the info for the elf so we can do the main quest. So, where exactly should we be stone shaping a door into?


If you're trying to get into one of the six tombs, and you're burrowing into the wall on the left side, you'll be entering the lower lefthand tomb, somewhere around the winding tunnels in the corner -- Hamza has a map that has captions that explain some of the areas, but no one seems to want to look at it, so you're going in blind!


Male Yaksha Shadow Lord Stalker 6/Harbinger 6(gestalt) Trickster 2(mythic), Mage Hunter 2

Which, he had taken out and was looking at.


Tell me what you want to do with it -- you can magnify the portion that shows the tombs, and read the captions -- including the tomb into which Rilkus is burrowing. I'll alter the image as you tell me what you're doing.


Lion Heart: Witch/Godling(6) | Vitality: 119 | Wounds: 62 | AC: 50 | T: 44 | FF: 37 | DR: 10/silver | Fort: +30 | Ref: +36 | Will: +29 | CMD: 39 | Init: 20 | Per: 22 | Speed: 150' | Low-light Vision | Darkvision: 60' | See in darkness | Immunity: Electricity / Inhaled poisons, gas, fog, or cloud-based attacks and spells | Resistance: Cold:10 |

I think everyone wants to look, but there is a lot going on.


AC 39/36/36 | CMB/D 27/45 | Vig 151/151 Wnd 68/68 (20) | F+20 R +19, W +18; +2 vs. enchantments, +2 charm Init +24; Senses darkvision 120 ft., low-light vision*4; Perception +42 | Speed: 90 (Spider Climb + Dandelion Treat) | Defensive Abilities danger sense +2, evasion, uncanny dodge, vigor; DR 5/silver; Immune sleep, disease, enchan; Resist cold 10, electricity 10, fire 12; Fast Healing 2

This Numenera game of Sebecloki seems to be in need for some more players. Of the initial ones, only a few are responding.
Character build rules are not completely clear, but that can be discussed.

I would love that Numenera game to happen^^


Male Thri'Kreen UMonk 5/Psychic 5|Champion 3 | Vigor 71/71 Wounds 28/28 T14 | AC:38 T:27 Fl:31 | CMB: +10 CMD: 34 | F +9 R +10 W +9 | Init +10 | Perc: +12 Sense Motive +12
Resources:
Spells: 1st 5/7 2nd 4/5 | Ki pool 4/5 | Mythic Power 8/9
Current Effects:
Mage Armor, Resist Energy (Acid), Shield

Yeah, we have so many characters it's hard to come to a consensus on what to do.


Damage (0) Wounds (36/44) Vigor (56) AC (34/25/29, +4 Stone Shield, +2 Air) Saves (9/9/15, +4 Hardy) Initiative (+7) Lvl 1 (6/6) Lvl 2 (4/5) Lvl 3 (4/4) Sword Spells (3/5) Mythic (7/9) Sword Surge (2/2) Acid Dart (9/9)

This is a very interesting game of his.

The entire party is made up out of female demigods, the daughters of deities (with one side being mortal). Two tricksters, two warriors, and one healer. The power level is insane (even by this game’s standard). And yet Sebeloki never fails to disappoint when it comes to making interesting and deadly high powered games.


One of the key things that's working well so far in this game, and I want to encourage, is character - character interactions and posts.

Some of the difficulty in keeping games going sometimes is when everyone just posts very basic things like "I'm standing around still", and expecting the DM to instigate all new activity and only interacting with the DM and/or NPCs. It's hard to get into the right groove, but I feel like we've got a really good party now after a long list of the bravely come and gone (seriously I think we've had like 20 or more characters in this game, and only Rilkus and Rokan are original players, and only Rokan with his starting character!).


Male LN Human gestalt unchained monk/psion (kineticist) 6 | overmind 3 | Vigor 137/137 | Wound 36/36 | AC 30 t 23 ff 23 | CMB+21 CMD 36 | F+11 R+12 W+11 | Init +12 | Perc +13, SM +13 | Speed 50ft | Stunning Fist: 6/6 | Ki: 7/7 | Power Points: 55/73 | Psionic Focus: 2/2 | Mythic Power: 9/9 | Emissary: 1/1 | Eternal Hope: 1/1 | Hero points: 1 | Denied: 1/1 | Extended Attack: 8/8 | Empowered Attack: 7/7 | Active conditions: none

Since we haven't entered another combat, I am going to make one of the adjustments I mentioned above: swap out the two "Psionic Talent" feats for

Deep Focus

Power Channeler

his character sheet and info will be updated by tomorrow


Male LN Human gestalt unchained monk/psion (kineticist) 6 | overmind 3 | Vigor 137/137 | Wound 36/36 | AC 30 t 23 ff 23 | CMB+21 CMD 36 | F+11 R+12 W+11 | Init +12 | Perc +13, SM +13 | Speed 50ft | Stunning Fist: 6/6 | Ki: 7/7 | Power Points: 55/73 | Psionic Focus: 2/2 | Mythic Power: 9/9 | Emissary: 1/1 | Eternal Hope: 1/1 | Hero points: 1 | Denied: 1/1 | Extended Attack: 8/8 | Empowered Attack: 7/7 | Active conditions: none

With this he's likely going to get more directly involved in melee, but involving his psionics, so it's not one or the other (as it's been so far for him... probably the only reason he hasn't died and remains the last original character... hopefully that doesn't mean he skates closer to death now :) )


Male Thri'Kreen UMonk 5/Psychic 5|Champion 3 | Vigor 71/71 Wounds 28/28 T14 | AC:38 T:27 Fl:31 | CMB: +10 CMD: 34 | F +9 R +10 W +9 | Init +10 | Perc: +12 Sense Motive +12
Resources:
Spells: 1st 5/7 2nd 4/5 | Ki pool 4/5 | Mythic Power 8/9
Current Effects:
Mage Armor, Resist Energy (Acid), Shield

Oh, yeah, I still need to do this:

Vigor: 1d10 ⇒ 4


you get 1/2 (i.e, 5), if you roll under that (as in this case)


Is everyone moving into the tomb behind Rilkus? I just want to know where everyone is spatially for descriptions (hint, it would help me if everyone would, it's difficult to do PbP when people are in different areas for a long time).


Male LN Human gestalt unchained monk/psion (kineticist) 6 | overmind 3 | Vigor 137/137 | Wound 36/36 | AC 30 t 23 ff 23 | CMB+21 CMD 36 | F+11 R+12 W+11 | Init +12 | Perc +13, SM +13 | Speed 50ft | Stunning Fist: 6/6 | Ki: 7/7 | Power Points: 55/73 | Psionic Focus: 2/2 | Mythic Power: 9/9 | Emissary: 1/1 | Eternal Hope: 1/1 | Hero points: 1 | Denied: 1/1 | Extended Attack: 8/8 | Empowered Attack: 7/7 | Active conditions: none

Pick a cutoff time at which you assume it, because it seemed like everyone was headed that way and none of the dialog was dependent on staying (that I could tell).


V: 56/56, W: 74/74, Temp HP 18, AC 17*, Fort +11*, Ref +9, Will +10*, Rage 23/23 , Power 9/9, Psi 7/7, Active Effects: Bull Strength

I'm following Cae for now, probably in the back so I don't block anyone's view.

As a reminder, I can take AoOs while flat footed, and I have a reach of 20'


Male Thri'Kreen UMonk 5/Psychic 5|Champion 3 | Vigor 71/71 Wounds 28/28 T14 | AC:38 T:27 Fl:31 | CMB: +10 CMD: 34 | F +9 R +10 W +9 | Init +10 | Perc: +12 Sense Motive +12
Resources:
Spells: 1st 5/7 2nd 4/5 | Ki pool 4/5 | Mythic Power 8/9
Current Effects:
Mage Armor, Resist Energy (Acid), Shield

I think I've made it clear Ri'Kli'Klek is following Rilkus. He'd be near to the front.


I think someone just tried to poke around the battlemap while I was fixing something -- if it wasn't working, it should be now, I've updated the link


Male Yaksha Shadow Lord Stalker 6/Harbinger 6(gestalt) Trickster 2(mythic), Mage Hunter 2

So, did nobody else consult Hamza's map, to determine which direction ya'll are supposed to be heading in?

Also, GM, fyi: Hamza now has incorporeal step while moving:

When a shadow lord moves, it gains the incorporeal subtype and quality, including a deflection bonus to AC equal to its Charisma bonus. It loses the incorporeal subtype and special ability when it stops moving.

Also, since I assume it's not bright light in this tunnel, this is in effect as well:

Shadow Blend (Su)

In any illumination other than bright light, a shadow creature blends into the shadows, giving it concealment (20% miss chance). A shadow creature can suspend or resume this ability as a free action.


Hamza, did you see the notes Fenriz wrote in Infernal for you in one of the spoilers in a recent post? That will give some hint as to what to expect in the tomb.

Also, did we finish burning the trog bodies? How did we accomplish that?


@Hamza -- still not sure if you saw the notes on the map I gave you in the game play thread -- those may be of assistance in understanding what everyone's getting into in this tomb.

@Everyone else -- did we burn the bodies (how?)? Are we all moving into the tomb? Can everyone please position themselves on the battlemap?


Lion Heart: Witch/Godling(6) | Vitality: 119 | Wounds: 62 | AC: 50 | T: 44 | FF: 37 | DR: 10/silver | Fort: +30 | Ref: +36 | Will: +29 | CMD: 39 | Init: 20 | Per: 22 | Speed: 150' | Low-light Vision | Darkvision: 60' | See in darkness | Immunity: Electricity / Inhaled poisons, gas, fog, or cloud-based attacks and spells | Resistance: Cold:10 |

Cae was burning the bodies using Spark.

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