Serinbaal the Lands of Torment ("Dark Sun" Homebrew Pathfinder 1e)

Game Master Sebecloki

Maps and Images:

Battlemaps:

Current Encounter Maps:

Plaza of Power: Sideview
Plaza of Power
Tarek Camp

The Lair of Kchac'Thraa the Inimitable: Overview

Shraagroom's Sporulation Chamber -- Battlemap: Round 6
The Lair of Kchac'Thraa the Inimitable: Shraagroom's Sporulation Chamber -- Battlemap: Round 4
The Lair of Kchac'Thraa the Inimitable: Shraagroom's Sporulation Chamber -- Battlemap: Round 3
The Lair of Kchac'Thraa the Inimitable: Shraagroom's Sporulation Chamber -- Battlemap
The Lair of Kchac'Thraa the Inimitable: Shraagroom's Sporulation Chamber -- Plain View

The Lair of Kchac'Thraa the Inimitable: The Door to Doom -- Battlemap

pngs/pdfs of battlemaps

PNG of Map w/ Tokens
PNG of Map w/out Tokens
The Lair of Kchac'Thraa the Inimitable - The Door to Doom pdf

Current Encounter Maps:

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

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

The Valley of Dust and Fire
The Tyr Region
The Tyr Region and the Valley of Dust and Fire

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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Lion Heart: CG Witch/Bard(10) | Vitality: 218 | Wounds: 144/31 | AC: 66| T: 60 | FF: 29 | DR: 10/silver | Fort: 46 | Ref: 46 | Will: 49 | CMD: 38 | Init: 51 | Per: 46 | Speed: 70' | Darkvision: 60' | See in darkness | Low-light Vision |
Miqeo wrote:
which hole are the reinforcements going to come from?

Giggity.


It's from the west. I'm at my parent's place right now and only have access to a Kindle Fire, which doesn't have all my gaming files on it. I'll try to post some updated diagrams and maps tomorrow when I get back.


Lion Heart: CG Witch/Bard(10) | Vitality: 218 | Wounds: 144/31 | AC: 66| T: 60 | FF: 29 | DR: 10/silver | Fort: 46 | Ref: 46 | Will: 49 | CMD: 38 | Init: 51 | Per: 46 | Speed: 70' | Darkvision: 60' | See in darkness | Low-light Vision |

Are any of our people hurt or suffering from any maladies?


AC 29/27/21 | hp 90 | F+11*, R+14*, W+8* | Defensive Abilities evasion; Immune sleep, disease | Weaknesses light sensitivity Init +10 | Senses darkvision 60 ft., low-light vision; Perception +15 (14 on vision-based Perception checks.) Pic 1 | Pic 2 |

I think i didn't even take damage yet.


Male Clockspeaker Bard 6/Clockstopper Gunislinger 6/Genius 3 (Gestalt Necrotech Necros 6)(Spellcaster Incanter 3)(Prestigious Necromant 1) | Vitality: 82/84 | Wounds: 36/36 | AC: 35 | TAC: 31 | FFAC: 28 | Fort: 16 | Refex: 19 | Will: 17 | CMD: 33
Resources:
22 Spell Points|2/3 Dancing Lights|0/1 Faerie Fire|1/1 Entangle|1/1 Glitterdust|1/1 Deep Slumber|1/1 Missive|14/27 Rounds Bardic Perform|4/10 Hypertoxins|7/9 Mythic Power|

Tyren's poisoned with spores. Got 8 turns left before they take effect.


1 person marked this as a favorite.
Male Weremonkey Rogue/Ranger/Trickster
Sebecloki wrote:

I'm trying to only include stuff I've made significant changes to and edited to the point that it's impossible to easily just reference the individual 3.5 and PF iterations.

Spent some time yesterday and today going over the Lokifinder rules, and one thing I think is unnecessary is the inclusion of information that we all already know, or can easily access via the various SRDs.

Unless I'm missing something, you're still using PF as your core system. Thus, you don't need to include all the info on ability scores, level advancements, etc, save for where they differ from the CRB.

A lot of what we've discussed changing is rooted in character creation. Gestalt levels, mythic tiers and archetypes, the bonus CR for templates or the tradeoff, WBL, etc is all for people either making new characters for your games or reworking their existing ones.

I would definitely suggest making a clear, separate section in your doc for these character generation rules.

I would focus on all of the actual changes you've made, as opposed to repeating info we can easily find online or in our CRB.

Also,

Sebecloki wrote:
For feats, I think the decision to make scaling varieties an option is the best -- there are too many feats to rewrite everything to scale, and multiple scaling versions of each feat as well. I'm going to allow anyone to rewrite a feat they want in a scaling version if they so desire, and if it's accepted by the group, then it's fine, and it will go in this document.

Is it okay if make a reforged Advanced Study feat, which allows me to learn new maneuvers known based off of the reforged Expanded Arcana feat??


There are changes in the ability score section I made.


You can make the feat if you want.

What I'm trying to do is make a self contained reference. I'm including stuff I rewrote its more extensive in some areas. You'll notice I changed the advancement table to the feat allotment we use and wealth per level, for example. I'm still working on some of that to include stuff like the abp and Christmas tree stuff.

I can write a second document which is a summary of changes, but it's going to get pretty difficult to use for some things like the spell points and wounds system where I'm really blending the two pretty thoroughly. You'll have to have both srds open at the same time to understand what I'm doing.


I'm willing to write a cliffnotes of changes, but I do want to recall that I explicitly said in the discussion we had in the thread on unifying the rules that I indicated I was going to try to write a self contained document like Kirthfinder.

This does now feel to me like we've forgotten we had that conversation and you now want something different. I'm going to accommodate your request but I'm not just going in a direction no one had any idea I was going to go and I gave no warning about.


And what I want for the feat is for you to write it up in a formal way and post here. Everyone can offer any critiques or modifications they want and once there's unanimous consent it's okay, we can adopt it.


Male Weremonkey Rogue/Ranger/Trickster
Sebecloki wrote:

I'm willing to write a cliffnotes of changes, but I do want to recall that I explicitly said in the discussion we had in the thread on unifying the rules that I indicated I was going to try to write a self contained document like Kirthfinder.

This does now feel to me like we've forgotten we had that conversation and you now want something different. I'm going to accommodate your request but I'm not just going in a direction no one had any idea I was going to go and I gave no warning about.

No, I hadn't, but Kirthfinder changes a lot more than you are.

Your skills still work like PFs, do they not? As do most of your classes, feats, etc, right? No changes to races either?

You also haven't changed saving throws by adding in a 4th one.

That's my point.

You said above, 'I changed some ability scores'. Nothing wrong with that. I kinda like the change to Int for example, that lets you use that in place of Ref or Dex if it's higher.

However, for the most part, ability scores are exactly the same. Instead of completely 'reposting' all of the info for each score, just post the changes. You also probably don't need the massive tables for each score either. While cool, they aren't really necessary. Nor is the chart for ability scores that has the bonus spells for a high score.

In the end, it is 100% up to you what you want to include, but personally, when I need info on a class or skill, or spell, the very first place I go to is the Paizo SRD. Not Archives of Nethyes, or the PFSRD, the official Paizo one. For one, it's much easier to navigate, and it's also organized by book, making a lot better to find something if you know where it's from.

I'm trying to make it so you don't overwhelm new PCs, who see all of this stuff, and nope out of any game you run.


M Humanborn

i would say maybe not unanimous consent. because i for one object to any further changes for the reason that i dont have time to update the character. take with that what you may, im not going to feel bad if it becomes not unanimous and i am then outvoted. but itll be May before i have time to update any characters to the extent that these changes require.


I think we should finish editing these rules in whatever format we're going to have them, but wait a few months to do anything with the Dark Sun characters. I'd like to pick up the posting rate a bit and any modifications will slow that down. We can finish testing out all the ideas in the other games.

We can incorporate any changes to these characters in the process of levelling up after the Kaldinay scenario is done.


Male Weremonkey Rogue/Ranger/Trickster

Okay, this is the reforged Expanded Arcana feat:

Expanded Arcana:

Expanded Arcana
Your research has revealed new spells.
Prerequisites: Caster level 1st, see Special.
Benefit: Add one spell from your class's spell list to your list of spells known. This is in addition to the number of spells normally gained at each new level in your class. You may instead add two spells from your class's spell list to your list of spells known, but both of these spells must be at least one level lower than the highest level spell you can cast in that class. Once made, these choices cannot be changed.

At 7th level, you may add two additional spells from your class's spell list to your list of spells known, or three additional spells of at
least one level lower than the highest level spell you can cast in that class.

At 14th level, you may learn a single additional spell from outside your spell list. This spell is treated as it were one spell level higher for purposes of casting. If you are an arcane class, you may only choose an arcane spell. If you are a divine caster, you may only choose a divine spell.

Special: You can only take this feat if you possess levels in a class whose spellcasting relies on a limited list of spells known, such
as the bard, oracle, and sorcerer. You can gain Expanded Arcana multiple times.

And here's Advanced Study

This is what I propose for a reforged version(The basics are still the exact same):

At 7th level, you may add three additional maneuvers or two stances from the same martial disciple class that you chose when you first took this feat. Alternatively, you can instead choose two maneuvers or one stance from disciplines that are not available to you from that class.

At 14th level, you may choose two stances from disciplines that are not available to you from that class.

Special: You can take this feat multiple times. Each time you do, you may choose a different class and different maneuvers. Levels in prestige classes that progress maneuvers stack with your class levels for determining how many levels you have in a martial disciple class.


I'm posting villain actions this afternoon. Fair warning for anyone who goes before them who hasn't posted yet.


Male Clockspeaker Bard 6/Clockstopper Gunislinger 6/Genius 3 (Gestalt Necrotech Necros 6)(Spellcaster Incanter 3)(Prestigious Necromant 1) | Vitality: 82/84 | Wounds: 36/36 | AC: 35 | TAC: 31 | FFAC: 28 | Fort: 16 | Refex: 19 | Will: 17 | CMD: 33
Resources:
22 Spell Points|2/3 Dancing Lights|0/1 Faerie Fire|1/1 Entangle|1/1 Glitterdust|1/1 Deep Slumber|1/1 Missive|14/27 Rounds Bardic Perform|4/10 Hypertoxins|7/9 Mythic Power|

Since Tyren and them are on the same initiative count, I'm not terribly worried which goes first. Just don't forget to roll the Will Saves for Suggestion on the two droids.


You can roll the saves for the droids.


Male Clockspeaker Bard 6/Clockstopper Gunislinger 6/Genius 3 (Gestalt Necrotech Necros 6)(Spellcaster Incanter 3)(Prestigious Necromant 1) | Vitality: 82/84 | Wounds: 36/36 | AC: 35 | TAC: 31 | FFAC: 28 | Fort: 16 | Refex: 19 | Will: 17 | CMD: 33
Resources:
22 Spell Points|2/3 Dancing Lights|0/1 Faerie Fire|1/1 Entangle|1/1 Glitterdust|1/1 Deep Slumber|1/1 Missive|14/27 Rounds Bardic Perform|4/10 Hypertoxins|7/9 Mythic Power|

Sure thing. Where'd that stat block go...

Droid 1: 1d20 + 11 ⇒ (2) + 11 = 13
Droid 2: 1d20 + 11 ⇒ (4) + 11 = 15

EDIT: I believe that would be both Droids Suggested! As a reminder, the suggestion in question is that they should be complying with the previously mentioned Asset Liquidation for Stoneburners.


There's not currently any alien technology in the room for them to comply with destroying -- do you have a description of that ability, I need to see if they will be leaving the chamber to go to the other part of the complex where the droid factory is located.


Male Clockspeaker Bard 6/Clockstopper Gunislinger 6/Genius 3 (Gestalt Necrotech Necros 6)(Spellcaster Incanter 3)(Prestigious Necromant 1) | Vitality: 82/84 | Wounds: 36/36 | AC: 35 | TAC: 31 | FFAC: 28 | Fort: 16 | Refex: 19 | Will: 17 | CMD: 33
Resources:
22 Spell Points|2/3 Dancing Lights|0/1 Faerie Fire|1/1 Entangle|1/1 Glitterdust|1/1 Deep Slumber|1/1 Missive|14/27 Rounds Bardic Perform|4/10 Hypertoxins|7/9 Mythic Power|

Suggestion
Basically, if they're actually executing the suggestion, then they'll do so either until they're done or until the duration runs out.


OK-updated battlemap for Round 4, I think. I also posted a map of the complex at the top of the 'maps and images' tab. The reinforcements are coming through the area labeled 'the Gullet'.


Just letting everyone know I'm giving Round 4 24 more hours and then declaring it officially over and moving on to Round 5.


Male Yaksha Shadow Lord Stalker 10/Harbinger 10(gestalt) Trickster 2(mythic), Mage Hunter 2

I will post tonight for the assassins. I was up early this morning helping my 96 year old grandmother get ready for the day(she can't really see well enough to come down the stairs, had to get her meds and breakfast, etc) cuz my mom is out of town. Only reason I was up so early, LOL.


2 people marked this as a favorite.

It's fine, I just don't want this game to die after 3,000+ posts, so I need, as the DM, to keep pushing.


Lion Heart: CG Witch/Bard(10) | Vitality: 218 | Wounds: 144/31 | AC: 66| T: 60 | FF: 29 | DR: 10/silver | Fort: 46 | Ref: 46 | Will: 49 | CMD: 38 | Init: 51 | Per: 46 | Speed: 70' | Darkvision: 60' | See in darkness | Low-light Vision |

Aren't we coming into round 6 now?


I thought we were in round 4?


Male Yaksha Shadow Lord Stalker 10/Harbinger 10(gestalt) Trickster 2(mythic), Mage Hunter 2
Sebecloki wrote:
ROUND 4 is over, ROUND 5 has begun. Amunet can post her actions now.

It would be appear we're in round 5.


Okay, I'll relabel the battlemap when I get a second.


Male Yaksha Shadow Lord Stalker 10/Harbinger 10(gestalt) Trickster 2(mythic), Mage Hunter 2

I'm rather tired, so I'm heading to bed. I will try and post for the assassins tomorrow but if not, just skip their turn.


AC 29/27/21 | hp 90 | F+11*, R+14*, W+8* | Defensive Abilities evasion; Immune sleep, disease | Weaknesses light sensitivity Init +10 | Senses darkvision 60 ft., low-light vision; Perception +15 (14 on vision-based Perception checks.) Pic 1 | Pic 2 |

I got the flu so everything is a bit slow around here atm.


Okay, Round 5 is over; Round 6 has begun; I'll post the map when I get home. Amunet is up first.


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Uploaded Round 6 map -- Amunet goes first. Why doesn't everyone just go ahead and post their actions and I'll resolve it in party order. I know ideally you could react to other people's actions, but this is really slowing down, and I'd like to pick up the pace again.


1 person marked this as a favorite.

And just for the record, I'm taking notes here -- previously I had too few combatants, and this was too many.

I'll calibrate some more for the next combat.

The base system isn't perfectly balanced either, and I'm sure I can get there w/ these houserules if we do enough examples for me to practice with and try stuff out.

I'm not going to have another huge combat like this for a good bit, as this really slowed down the game. I'd like to try to pick things up again.

There are some remaining rules issues I'm still encountering doing the Mongol game recruitment -- I'm going to declare a moratorium on any changes to the present characters until we get out of Kalidnay -- which should still be several months. You can start thinking about ideas, but we won't implement anything until much later.


Male LN Human gestalt unchained monk/psion (kineticist) 12 | overmind 3 | Vigor 746/746 | Wound 76/76 | DR 3/-*, AC 51 t 42 ff 32 | CMB+61 CMD 71 | F+42 R+45 W+34 | Init +41 | Perc +21, SM +21 | Speed 70ft | Stunning Fist: 12/12 | Ki: 12/12 | Power Points: 182/182 | Psionic Focus: 2/2 | Mythic Power: 9/9 | Emissary: 1/1 | Eternal Hope: 1/1 | Hero points: 1 | Denied: 1/1 | Empowered Attack: 2/2 | Extended Attack: 3/3 | Widen Attack: 3/3 | Extra Meta-Attacks: 5/5 | Active conditions: Biofeedback, Ethereal (1m)
Sebecloki wrote:
Uploaded Round 6 map -- Amunet goes first. Why doesn't everyone just go ahead and post their actions and I'll resolve it in party order. I know ideally you could react to other people's actions, but this is really slowing down, and I'd like to pick up the pace again.

I need to think if I can do something different that will actually have more of an effect this round. I don't think Rokan is helping put a dent in the enemies at all.


AC 29/27/21 | hp 90 | F+11*, R+14*, W+8* | Defensive Abilities evasion; Immune sleep, disease | Weaknesses light sensitivity Init +10 | Senses darkvision 60 ft., low-light vision; Perception +15 (14 on vision-based Perception checks.) Pic 1 | Pic 2 |

I'm super confused as to which round it is right now.


AC 29/27/21 | hp 90 | F+11*, R+14*, W+8* | Defensive Abilities evasion; Immune sleep, disease | Weaknesses light sensitivity Init +10 | Senses darkvision 60 ft., low-light vision; Perception +15 (14 on vision-based Perception checks.) Pic 1 | Pic 2 |

I also worked on a little rework of Amunet-Ra, dedicating her more to ranged combat actually and adding the shaman class.
We lost our shaman a while ago i think and it seemed like a fitting concept for the character to me.


Male Clockspeaker Bard 6/Clockstopper Gunislinger 6/Genius 3 (Gestalt Necrotech Necros 6)(Spellcaster Incanter 3)(Prestigious Necromant 1) | Vitality: 82/84 | Wounds: 36/36 | AC: 35 | TAC: 31 | FFAC: 28 | Fort: 16 | Refex: 19 | Will: 17 | CMD: 33
Resources:
22 Spell Points|2/3 Dancing Lights|0/1 Faerie Fire|1/1 Entangle|1/1 Glitterdust|1/1 Deep Slumber|1/1 Missive|14/27 Rounds Bardic Perform|4/10 Hypertoxins|7/9 Mythic Power|

In answer to the in-game question, I imagine they'd just start seizing any stoneburner/voidcorp technology that's of significant value. They'd *probably*, if I were a Droid, start by disassembling the most dangerous components first, but I dunno if that's Void-Corp logic. They might not fire unless they are fired upon.


The fluff background was that the Void-Corp humans were allies of the Stoneburners (this is canon from StarDrive), but that they were going to turn on their external benefactors at some point and hopefully enslave them, if that's any help in deciding.

If you still think what you wrote above is correct, they're going to start meddling with the corrupted droid factor in the volcanic rift below this room.


2 people marked this as a favorite.
Amunet-Ra wrote:

I also worked on a little rework of Amunet-Ra, dedicating her more to ranged combat actually and adding the shaman class.

We lost our shaman a while ago i think and it seemed like a fitting concept for the character to me.

My plan right now was to wait until we finish the Kalidnay bit, and then do the next 'level up' to 8//8 4//4 + 8CR. That's kind of what I imagine the characters being for a majority of the rest of the campaign, at least until the final adventures in the city of brass and in the inner planes. I was going to go up to 10//10 5//5 +10 and give you the lowest level of that Immortals system we were going to use for the kobold game.

That would allow someone to theoretically be 16th level if they want to assign all their levels in one place. I think monkeygod is probably right that above level 4 mythic things are going to get pretty wonky.


Male Clockspeaker Bard 6/Clockstopper Gunislinger 6/Genius 3 (Gestalt Necrotech Necros 6)(Spellcaster Incanter 3)(Prestigious Necromant 1) | Vitality: 82/84 | Wounds: 36/36 | AC: 35 | TAC: 31 | FFAC: 28 | Fort: 16 | Refex: 19 | Will: 17 | CMD: 33
Resources:
22 Spell Points|2/3 Dancing Lights|0/1 Faerie Fire|1/1 Entangle|1/1 Glitterdust|1/1 Deep Slumber|1/1 Missive|14/27 Rounds Bardic Perform|4/10 Hypertoxins|7/9 Mythic Power|

Hmm. If they were planning on enslaving them, that's an important detail. It means that life is a commodity. Any life that's considered Stoneburner-aligned, then, would be an asset. It means that the Droids need to figure out some way of securing those life-forms for transportation and prevent them from escaping.

The important detail is if the amount of life-forms belonging to Stoneburners is considered greater in value than the factory. If not, then they'd still probably value the factory more.


Ok -- that's enough for me to go on.

Tyren:

You do remember you still have powers from the corruption/little kid ghost right? I want to bring up that plot point again at some point.


AC 29/27/21 | hp 90 | F+11*, R+14*, W+8* | Defensive Abilities evasion; Immune sleep, disease | Weaknesses light sensitivity Init +10 | Senses darkvision 60 ft., low-light vision; Perception +15 (14 on vision-based Perception checks.) Pic 1 | Pic 2 |
Sebecloki wrote:
Amunet-Ra wrote:

I also worked on a little rework of Amunet-Ra, dedicating her more to ranged combat actually and adding the shaman class.

We lost our shaman a while ago i think and it seemed like a fitting concept for the character to me.

My plan right now was to wait until we finish the Kalidnay bit, and then do the next 'level up' to 8//8 4//4 + 8CR. That's kind of what I imagine the characters being for a majority of the rest of the campaign, at least until the final adventures in the city of brass and in the inner planes. I was going to go up to 10//10 5//5 +10 and give you the lowest level of that Immortals system we were going to use for the kobold game.

That would allow someone to theoretically be 16th level if they want to assign all their levels in one place. I think monkeygod is probably right that above level 4 mythic things are going to get pretty wonky.

Sounds fine to me. I have no experience with mythic stuff outside of our games actually.

My plan is to use mainly ranged feats from pathfinder and DSP psionics, which makes for quite strong shuriken attacks, which can also fly quite far.


Male Yaksha Shadow Lord Stalker 10/Harbinger 10(gestalt) Trickster 2(mythic), Mage Hunter 2
Sebecloki wrote:
Amunet-Ra wrote:

I also worked on a little rework of Amunet-Ra, dedicating her more to ranged combat actually and adding the shaman class.

We lost our shaman a while ago i think and it seemed like a fitting concept for the character to me.

My plan right now was to wait until we finish the Kalidnay bit, and then do the next 'level up' to 8//8 4//4 + 8CR. That's kind of what I imagine the characters being for a majority of the rest of the campaign, at least until the final adventures in the city of brass and in the inner planes. I was going to go up to 10//10 5//5 +10 and give you the lowest level of that Immortals system we were going to use for the kobold game.

That would allow someone to theoretically be 16th level if they want to assign all their levels in one place. I think monkeygod is probably right that above level 4 mythic things are going to get pretty wonky.

We could, if you wanted us to, get to tier 5 in this game, and it won't be too wonky. There's a lot of rather power tier 6 abilities and to just hand them out via a reworking of the rules is something we should definitely avoid (unless they are the baseline, like in the Umbral Kobold game).

However, I would totally be okay with capping this game at tier 4.

Maybe with Rise we could go higher than that. It would fit the overall theme of the Runelords and the general epic nature of that specific setting to possibly attain a higher mythic tier.

I don't know enough about Numenera to comment on if it would make sense to go beyond tier 4 there or not.

And while the Mongol game could be epic enough in scope to warrant a higher tier, I feel it might be a gritter game(much like Dark Sun). Meaning we might wanna keep mythic on the lower end there.


Since everyone knows what the next 'level up' process will be, you can spend the next few months while we're finishing up the Kalidnay adventure thinking about what you want to do, and any parallel rules issues/decisions that come up in the Mongol game recruitment can also be applied.


I already outlined a bit about where I saw this going, with the Kelmarane bit, and urban adventures in Raam and a city-state called Akirrush in the Land of the Merchant Princes. The theme/cultural analogues are going to be something like Mughal India (Raam) and late antique Syria and the Levant (Akirrush). The merchant princes area is going to be sort of like a dark version of Al-Qadim, except where the religion angle is replaced by competing philosophies.

I'm imagining the last tier of the campaign, corresponding to the last bits of the AP, to be in the Inner Planes. In addition to the City of Brass, I'd like to incorporate a visit to the Sevenfold Mazeworks of the Dao Khan.


Male Clockspeaker Bard 6/Clockstopper Gunislinger 6/Genius 3 (Gestalt Necrotech Necros 6)(Spellcaster Incanter 3)(Prestigious Necromant 1) | Vitality: 82/84 | Wounds: 36/36 | AC: 35 | TAC: 31 | FFAC: 28 | Fort: 16 | Refex: 19 | Will: 17 | CMD: 33
Resources:
22 Spell Points|2/3 Dancing Lights|0/1 Faerie Fire|1/1 Entangle|1/1 Glitterdust|1/1 Deep Slumber|1/1 Missive|14/27 Rounds Bardic Perform|4/10 Hypertoxins|7/9 Mythic Power|

Yeah, I figured. I doubted Tyren, in the heat of battle, would have taken note of the blast doors though, so I just play it as though he didn't realize.


They're hidden by an illusion


AC 29/27/21 | hp 90 | F+11*, R+14*, W+8* | Defensive Abilities evasion; Immune sleep, disease | Weaknesses light sensitivity Init +10 | Senses darkvision 60 ft., low-light vision; Perception +15 (14 on vision-based Perception checks.) Pic 1 | Pic 2 |

We're really lacking area attacks here somehow^^
If it wouldn't completely break Amunet-Ras character, i would turn her into a psion or wilder.
Maybe later i can add vitalist to her, even though that is already a difficult fit as well.


Male LN Human gestalt unchained monk/psion (kineticist) 12 | overmind 3 | Vigor 746/746 | Wound 76/76 | DR 3/-*, AC 51 t 42 ff 32 | CMB+61 CMD 71 | F+42 R+45 W+34 | Init +41 | Perc +21, SM +21 | Speed 70ft | Stunning Fist: 12/12 | Ki: 12/12 | Power Points: 182/182 | Psionic Focus: 2/2 | Mythic Power: 9/9 | Emissary: 1/1 | Eternal Hope: 1/1 | Hero points: 1 | Denied: 1/1 | Empowered Attack: 2/2 | Extended Attack: 3/3 | Widen Attack: 3/3 | Extra Meta-Attacks: 5/5 | Active conditions: Biofeedback, Ethereal (1m)

I'm going to look at the rebuild rules over break and see what I can do to improve rokan's area of effect powers.


Male Yaksha Shadow Lord Stalker 10/Harbinger 10(gestalt) Trickster 2(mythic), Mage Hunter 2

Seb,

Are we holding off on the rebuild rules(6/6 2/2 +6) or your proposed level up of 8/8 4/4 +8 or both?

I ask because if you're allowing the actual rebuild, but not the level up, that could change things quite a bit for the next couple of scenes.

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