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 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

That's about what I suspected.


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

This is an impressive megadungeon.


I try


Just posting this to my games -- I work all night (as in the 2nd-3rd shift 7pm-7am shift), on the weekends in a Medical lab, and I was too tired after coming home this morning to do any gaming today. I'll try to do updates tomorrow.


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I updated (and I think improved) my map of Raam for later in the campaign. Here, the Mountain of Assassins really overshadows the rest of the city in an impressive way.

City State of Raam

Also, are we moving through the door we think Jimbli and Amunet have disarmed?


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And here is my first pass at the dark counterpart of Raam -- Shadowed Alaka, the City of Yaksas located in the Black.

Rakshasa City of Alaka


I posted a new version of the Ruins of Kalidnay area map in 'Maps and Images'

The Ruins of Kalidnay Overview


Battlemaps should be fixed for access now -- apologies, I think I was messing with some of my maps and forgot which file I was in and changed the settings.


Added a link to my own version of the Free City of Tyr to the 'Maps and Images' tab.

The first page is an overview that shows all the sections stitched together, and then there's a close-up of each part.

I'm working on the idea that the valley in the Ringing Mountains in which the city-state is located is more verdant than other parts of Athas because of its seclusion and a deep lake in the center of the valley.

I'm also emphasizing the Phoenician/Canaanite elements, so the city is a combination of Carthage, Ugarit, Tyre, and other significant Levantine and North African city states.

There are still the major features from the published version -- the golden tower, the great arena, etc., but also some new elements.

I'm going with one of the ideas/interpretations in the canon that Kalak wasn't one of the original Champions, but instead was a later-comer who rose to power after the defeat of Rajaat, and had the disembodied heads of the two of the deposed Champions as advisors.

The Free City of Tyr


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

Jeeze. That's an impressive map.


I forgot a major canonical feature -- the Kalak's ziggurat!

Here, I've made it an obsidian pyramid.

I'm stealing an idea from some of the fan forums I frequent that the structure is actually a kind of borg cube -- it has an equal number of subterranean levels and it can fly off.

Kalak makes this as a kind of death star because he's a johnny come lately to the scene of the Tablelands and needs an ace up his sleeve to counter the other sorcerer monarchs.

Here's the corrected version:

The Free City of Tyr

I'm still debating where to do some of the urban adventures for this AP -- I think at least one will be set in Tyr.


This version of Tyr is going to have some additional history as well -- before Kalak, a hanger-on of the Champions following Rajaat's imprisonment, conquered Tyr, the verdant valley was ruled by druids and preservers.

There was an advanced being, either a pyreen, avangion or elemental lord, who ruled in the manner of a sorcerer king. This entity was deposed by Kalak, and its servants enslaved by the new sorcerer-king's templars (think the Seanchan sul'dam from Wheel of Time).

The enslaved druid/psions, preserver/psions, and druids/preservers were one factor that helped Kalak resist the encroachment of the other sorcerer-monarchs, as well as iron from the mines in the ringing mountains.

In this version of Tyr, the arsenic poisoning in the iron mines (which is canon), is also going to make the weapons made out of it have a poisoning special ability which makes them more deadly.

Following his conquest, Kalak also liquidated a psionic school for noble children and trapped their minds into various obsidian pyramids and orbs. These now form a defense network like that of Saragar (or the one around Kalidnay). This psionic defense system also provides significant protection against the other sorcerer-monarchs.

The presence of enslaved druids also means that Tyr's legions are supplemented by bound beasts.

Kalak's pyramid is an ancient alien device which can drain energy -- he used it to create several kaisharga, in imitation of Borys. These secret servants now lead a hidden cult that seeks to return Kalak's loyal Templars and their allies to power. Kalak planned to use this device to assault other city-states after draining the life force of everyone in his own city-state.


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Also... just out of curiosity, but has anyone looked at PF2 at this point?

I'm not sure what the thought process is -- I'm pretty disappointed with the direction of things after some initial interest, and I'm definitely not switching.

Purple Duck is doing a PF retroclone called the Porphyra RPG which I might use in the future, but I'm kind of bumbed they decided to make a version which is unusable with my 1,000 pdfs of PF and 3.5 material.

I guess that's also to emphasize I'm most definitely not interested in converting this or any other game I'm running when the new rule set comes out.


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

I've looked at PF2 some, played in one PFS game on PbP. It isn't compelling me enough to throw away all of the great options PF1 has built up over so many books.


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
Rokan the Ascetic wrote:
I've looked at PF2 some, played in one PFS game on PbP. It isn't compelling me enough to throw away all of the great options PF1 has built up over so many books.

Same.

I played through the first scenario of the playtest. There were a few very nice systems (the three action combat system in particular), and some stuff that made my inner game designer very angry (traps and animal companions. Painfully bad).

Until it gets a full release with a year or two of errata and faq clarity, I'm not interested.


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At this point there's no way I'd use what it looks like the rule set will be. I'm either just sticking with PF1e, which I think there's some chance 3rd party will continue publishing for, or looking into Porphypra when they finish and potentially have supplements.

I have 1,000 pdfs of Pathfinder stuff and a really big 3.5 hard copy collection (I was buying 3.0 in high school before pdfs were a big thing). One of the reasons I have crazy build rules is because there's no reason to have hundreds of options if you can't try a good handful of them out with any given build (at least in my mind).

I can't imagine totally giving up on all that to move to another platform. I've barely scratched what I can do with my collection, and there's still stuff I want to try like the NeoExodus and Obsidian Apocalypse campaign setting from Louis Porter, Pact Magic. There's even additional stuff I'd like to try with Athas with all the options in Pathfinder.


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

Let's just go on with PF1.
There's enough stuff for eternity.


Male Yaksha Shadow Lord Stalker 6/Harbinger 6(gestalt) Trickster 2(mythic), Mage Hunter 2
Amunet-Ra wrote:

Let's just go on with PF1.

There's enough stuff for eternity.

I don't think Sebecloki was suggesting converting this game to PF2.

Sounds more like just a random question they wanted to ask their player group.


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

We're now stuck in initiative for 2/3 of a week.
May i strongly suggest that the GM just rolls initiative for everyone and we can then or before position ourselves and move on with combat?
Might make things a bit more fluent and keep it interesting.


It has nothing to do with me rolling Initiative -- I'm waiting for people to post actions. The order is already done.


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

Yup, I'm seeing:

35 Amunet-Ra
31 Hamza Mīnakshi
26 Jimbli Willit (wins tie-breaker with a higher bonus)
26 Raxus Half-blood
17 Ri'Kli'Klek
15 Cae Leonidas
11 Scarlet Sentinels
9 Rokan the Ascetic


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

Even in block initiative it's going to be a bit for me :)


I'll roll everyone's initiative in the future -- but in this case the issue was Raxus asked a question, and I replied right away, but I hadn't seen that the forums ate my post, and I just replied again.


I changed up the Tyr map a bit: The Free City of Tyr. Here, the Pyramid of Kalak is a levitating object that hovers over the city ominously.

Here's another location that will probably figure in our adventures: the lost City-State of Yaramuke. It was destroyed when it's sorcerer-queen contended with Hamanu of Urik.

There are several significant features. The right side of the map is dominated by the Forest of Fear, and dense coniferous assemblage that rises from the jagged heights upon whose edge the ruins are perched. The ancient city is in the Northwest quadrant. Its ruins include sites such as the fabled Pagoda of Delights, where the sorcerer-queen Sielba held court with foreign dignitaries. Travelers should fear the Black Waters from which the city now derives its title. To the south of the city sprawls the Dragon's Head Plateau, also known as the Plateau of the True Drake. This massive rise is shaped in the image of a dragon skull, a pair of deep pools forming the immense beast's eyes. It is said to be a ritual site for the lask tribes that now inhabit the ruins.

The entirety is surrounded by the Desert of Tarnish Gold, or the Burnished or Blasted Wastes, a lifeless yet stunning stretch of shining sand that surrounds the ruins for several miles on all sides, dividing its secrets from the rest of the Tablelands.


Rokan the Ascetic wrote:
Even in block initiative it's going to be a bit for me :)

It's Rokan's turn now.

Troodon will probably help as well, depending if one of the Sentinels is still left. Sassochus might be able to finish it off.


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

Thanks. At work now, so I may not get my turn in until this evening (US/Pacific time). But it will happen today.


I see Rilkus hasn't posted for a while. I'm going to PM him and see if he wants to try to participate in this combat. I hope he's still around -- otherwise Rokan will be the ONLY original player still with us ***sniff***


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

Posted. We'll see if Rokan regrets getting close to the remaining sentinel.


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 |

Ill, will catch up soon.


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

FYI, I'm away on a camping trip this weekend. I'll be unable to post all day Saturday, and most of Sunday. I'll return 5ish Sunday (US/Pacific time).


I don't think we have a healer, as far as I know

I'm thinking about using this: http://www.d20srd.org/srd/variant/adventuring/reservePoints.htm. To replace Vigor points over the day so we don't have to rest after every combat.


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

Yeah, that would get us through one more battle per day, more than just forgoing the rest. Is that really the concern, since we don’t have to RP it though? I don’t see a problem with skipping right over that narratively and stating that it happened. Currently the rest has little mechanical benefit anyway.


well I guess in this instance the issue is that the dead foozles at the entrance of the tomb are going to resurrect at some point and come looking for you. Burning their bodies doesn't mean they can't come back as incorporeal undead.


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

That's an evil spoiler!

I like the reserve points idea though. Would it be possible to tie in feats there which work on healing etc. normaly? That would be awesome.


yeah, it's a 3.5 system so we can update it a bit, let me look around to see if anyone else has worked on it. For now we can assume your vigor will restore shortly while I figure out the details so we can move along with the dungeon.


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

Wow, this many characters and not a single heal spell? XD


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 would volunteer to take the Healer's Hands feat.
Maybe i could exchange a feat for it or take it next level.
Fits the character i think and would certainly help.


that might help -- I think Rilkus quit and I have interest from a couple of new players. Maybe one will make a healer.


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 |

As well as spontaneous CLWs, I have:

Lay on Hands(Su)(1d6)(10/day): This is exactly like the paladin ability of the same name, except that the sword seer can heal or deal 1d6 hit points of damage at 2nd level, and an additional 1d6 for every four levels thereafter, to a maximum of 5d6 at 18th level.

Oracle Mystery(Life): Starting at 2nd level, the sword seer gains the oracle’s mystery ability. At 3rd level, the sword seer may select a revelation from those listed in his mystery. At 6th level and every six levels thereafter, the sword seer may select an additional revelation from those listed in his mystery. At 6th level, the sword seer gains his first mystery spell and adds it to his spell list. Every three levels thereafter, the sword seer gains his subsequent mystery spells up to his fourth mystery spell, and adds them to his spell list.

---Channel(Su)(2d6)(9/day): You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier.

Channel Positive Energy(Su)(1d6)(5/day)(DC:20): This is exactly like the paladin ability of the same name, except that the sword seer uses 1/2 his sword seer level as his effective cleric level when channeling positive energy.


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

Ah, so we *do* have some healing. Excellent!


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 |

Just give me some details for the damage done.


I just wanted to clarify that as far as I'm concerned I'm waiting for someone to open the door to the next room.


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'll switch 2 feats i don't really need and then be able to provide level+wis mod or my heal roll as healing 5 times a day.
Didn't know of it before, but it is pretty cool.

Not sure if we need "a couple more" players in this game really, already a big group as well and uber powerful^^


I think I've replied to everyone -- waiting for one of you to make the next move....


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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

One bit of lore I'm not sure I've mentioned about Ri'Kli'Klek--I kind of made up a philosophy for him, based of his Tranquility psychic discipline and the fact that he's a monk. Basically the idea of his philosophy is to minimize motion, to live stillness. Ironically this leads to emphasizing efficiency in motion... which leads to speed, because if you make no unnecessary motions and want to spend as much time as possible being still, being as fast as possible between being motionless makes sense. So that's why Ri'Kli'Klek is often so still and yet moves so fast.


I like it!


We're kind of slowing down here a bit -- are people bored, or just busy? Should I be doing anything different?


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

I think we're just waiting on something to happen or for us to make it to the next room/chamber.


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

Was just waiting on your input Sebecloki.
That's the thing in dungeoncrawls, needs more regular GM input.


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

Was just waiting for input. I like this game very much!

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