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


3,351 to 3,400 of 3,826 << first < prev | 63 | 64 | 65 | 66 | 67 | 68 | 69 | 70 | 71 | 72 | 73 | next > last >>

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 |

Kn: Arcana: 1d20 + 16 ⇒ (13) + 16 = 29
Kn: Planes: 1d20 + 16 ⇒ (18) + 16 = 34


Cae Leonidas wrote:

[dice=Kn: Arcana]1d20+16

[dice=Kn: Planes]1d20+16

Does anyone want to aid Cae, he needs a little boost to get all the relevant information.


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

I'll take 10 for a 39 on both, if that's possible.


Hamza Mīnakshi wrote:
I'll take 10 for a 39 on both, if that's possible.

Hamza Mīnakshi:Knowledge (Arcana, Planes):

The soul cages are reaper vessels that have been frequently encountered within their domains in the Deep Gray.

Based on existing reports, they appear to be able to store collected souls, as well as absorb and trap the the psychic energies of other beings. They also seem to be linked to prison pocket dimensions that can be used to trap and keep victims.

The vectors for these abilities seem to be the mouths at the front of the vessels -- creatures devoured by these maws can have their pysches or souls trapped in the egg-like construction at the back of the vessel.

The holds of the ship contain enscorceled slaves.

Reports of the vessels indicate that they seem to hold many more reaper troops, most arachnidian jem'hadar, then would be indicated even by their already impressive size. Each seems to be able to disgorge hundreds or even thousands of the spider-like monstrosities from their depths.

There have been reports of much larger versions of these vessels within the reaper domains of the Deep Gray.


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

Roughly how big is the soul cage before us?

Also, is it a safe guess that the soul cage is how the caneloth will collect the Myceloth's souls?


Hamza Mīnakshi wrote:

Roughly how big is the soul cage before us?

Also, is it a safe guess that the soul cage is how the caneloth will collect the Myceloth's souls?

The description I wrote said about 100 paces. 'Paces' is my in-world term for feet. It's about the size on an adult blue whale.

They're doing somethin' not nice with it, that's for sure....


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)

knowledge (planes): 1d20 + 25 ⇒ (2) + 25 = 27 Okay, guess that won't be an additional info :)


Rokan the Ascetic wrote:
[dice=knowledge (planes)]1d20+25 Okay, guess that won't be an additional info :)

Nope


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

"That is an impressive piece of equipment friend. What purpose and use does it have here?" He asks, wanting to make sure it wasn't going to be used against him and his companions.


Hamza Mīnakshi wrote:
"That is an impressive piece of equipment friend. What purpose and use does it have here?" He asks, wanting to make sure it wasn't going to be used against him and his companions.

The caneloth again breaks into a disconcerting rictus. Acrid ichor drips from between its serrated incisors as the strange entity lifts its orchid-tinted black lips in a snarl.

"To gather what is ours, little demon, for the Watchers always claim their due..."


1 person marked this as a favorite.

The story thus far...

Hearken strange, my name is Slavathras of the Lands of the Dead, Silan Tilak of the elves who are the Makers of Thought, and Mind Shadow according to the Compact of the Company of the Broken Tablet…’

Thus have I heard...

In the early days of the Age of Heroes, the dolorous form of Destiny's Chariot came to wander amongst the interminable reaches of the Great Alluvial Sand Waste's most south-easterly reaches, an exceptionally barren corner of the Lands of the Seven Kingdoms on the Continent of Hargalor which dominates the southern hemisphere of this blasted world.

This fabled moving palace was once the luxurious summer domicile of Kalid-Ma, sorcerer queen of the vast, ancient, and terrible city of Kalidnay, it was rescued a millennia past, following the vast city's sudden destruction at the hands of Borys the Dragon Emperor of the Million Isles and his accomplices among the sorcerer kings of the other Seven City States of the Tablelands. Before the final assault, in which Borys massive army of undead minions breached the Citadel of Kalidnay, the palace of Destiny’s Chariot was rescued the agents of the city’s House Vordon before their hijra to the north, to seek the shelter of the Ringing Mountains.

Some stories of the time, if they can be believed, recount that the trader Ah Pteh-menes of House Vordon arranged to have Destiny’s Chariot borne on the swift currents of a mighty subterranean torrent which surfaced in the famed Subaqueous Bazaar of Kalidnay’s Trade District.

Whatever the truth of these, and other tales of the ancient world, the redoubtable merchant enclave, though given birth in the lost city of Kalidnay, was reborn in what would, in our latter days, become the Free City of Tyr. For many years, they served Kalak and his Templars, and were the scourge of the Free Men of the Ringing Mountains, who occupied villages near the ancient elemental shrines of the Rhulisti, including Amlitkayek of the Eternal Flame.

But just as they had been reborn in former times, so they faced ruin in these latter years, for the end of cruel Kalak's rule in Tyr brought the simultaneous abolishment of human bondage.

And thus Clan Ashtarte-Athirathu of House Vordon found itself impoverished, fallen from their recent majesty, and dispatched its favorite daughter, the Lady Almah, alongside her ever-dutiful major-domo Garavel, and my own humble person, to restore the forgotten trading post known variously as Kelmarane or Kell’Tamm-Hammath. This lost possession of House Vordon lay far off, in the vicinity of the Lost Oasis, and, with the reclamation of this prize, the fortunes of the beleaguered clan stood in the gaze of a fresh up-surging, like a desert fountain thought dried up by the weltering sun.

Destiny's Chariot wended amongst the dunes in a strange journey astride the ruins of its birthplace, when its grand progress was arrested by unexpected apparitions in the distance, portending an unexpected life still stirred within the devastated city state.

What more, the caravan was halted by the admonitions of Faalcuun the Magnificent, a former apprentice of the supposedly long-dead sorcerer-king Dregoth of Giustenal. This terrifying, decrepit t'liz, a horrible remnant of a half transformed dragon, restored to a pale semblance of life as an essence-drinking undead abomination, dispatched its herald Nalcaros of Ebe from the cyclopean pyramidal Green Age vessel known as the Pavilion of Mercy to stop the progress of House Vordon before the ruined city.
Lady Almah dispatched a delegation to parlay with Nalcaros, the herald of Faalcuun, and likewise an undead creature. He belonged to a forgotten race, the gnomes, and stood as a brutal testament to the violent age of the Cleansing Wars.

Nalcaros ushered our heroes into his master Faalcuun's presence within the heights of the t’liz’s throne within the Pavilion of Mercy, where Dregoth's former apprentice revealed deep mysteries to those gathered hastily before his awful personage.

For the ancient city of Kalidnay had been reawakened -- the black orbs containing the minds of the sleeping sorcerer-queen and her five greatest Templars had been reawakened, and with them the Great Orrery, a colossal black ring that hung in the heavens above the ruins, and offered an open gate to dark powers wishing to enter Athas.

What more, this unanticipated stirring of the ancient sorcerer-queen's hateful spirit had drawn emissaries of the other sorcerer-kings of the Tablelands, who hoped now to secure the power for which they had felled their sister over a millennia ago -- the greater seed, an obsidian orb of great power which derived from a world accessible only through the portal of the Great Orrery.

And so it was that the Shadow King Nibenay, Hamanu, the Lion of Urik, and the Dread King Dregoth had all sent their most trust worthy servants to wretch power from the ruins.

And they should shortly descend upon the once sleeping city...

In addition, Faalcuun revealed to our heroes that the source of the greater seed, the Great Orrery, and other obsidian wonders of the Green Age was not, as they supposed, the halflings or the other powers of the age, but a species of ancient malevolent entities who wandered the stars, known only by the name of Stoneburners.

These entities, and their ancient rivals, the Glassmakers, were in fact responsible for all psionic, as well as many of the most potent magical arts of Serinbaal the Lands of Torment.

Strengthened by the fell powers of Faalcuun, channeled from the sun within the Pavilion of Mercy, our redoubtable heroes decided to attempt an ingress of the city, whereby they would quiet the minds of Kalid-Ma and her Templars stirring in the four Talons of the Mother, and the Great Temple of the Eternal Queen at the heart of the recently slumbering city. By disabling the pylons at each of these locations, the threat to the Lands of Torment and their inhabitants would be at least temporarily halted.

Based on the expert guidance of your trusty narrator, our heroes resolved to attempt an entrance to the ruins through the Riese, the name of the vast subterranean complex within the ancient diamond mines which tower above Kalidnay, and were once ruled by the implacable will of the High Templar Khnum-Khamunkephres.

However, upon arriving at the dead fire-mount, our valiant heroes found the complex not so abandoned as they might have expected -- and instead interrupted a gruesome sacrifice made by the servants a mysterious soul-trading fiend who now ruled the mines. This mysterious entity, known only as the Master of the Aerie, had apparently arrived recently from the City of Brass preaching the bloody gospel of Ymeri, Elemental Princess of Fire, and quickly converted the mutated remnants of Kalidnay’s population which inhabited the diamond mine, as well as the distorted psionic creatures which governed them, to the teachings of the Cult of the Auroric Inferno.

Helping the heroes was a small party from a distant world, deposited in Serinbaal by the Great Orrery, and led by a mysterious draconic sage known as Tlamtlistillit the Shadowborn. However, these new travelers vanished as quickly as they had arrived, spirited away by some power possessed of this mysterious spell wielder known as the Shadowborn.

However, their quick intervention allowed the emissaries of Almah to save several intended sacrifices -- including a halfling warrior and druid, and a noble elf maiden of the Serpent Sing tribe, one Amunet-Ra – from the greedy mouth’s of the Master’s Fire Drakes.

The intellect devourers, once the masters of the mines and the misshapen remnants of ancient Kalidnay’s people until the arrival of the Master, parlayed with our heroes. On behalf of the enigmatic Master, they sought an alliance against a mysterious threat -- the ‘serpent spiders’, a race of extra dimensional wanderers who had recently come to the dark places beneath Kalidnay, and vied with the devourer's own Master for control of the ruins of the ancient city-state. These serpent spiders had installed themselves in vast arcologies beneath the Rift of Baltoush, a deep ravine south of the ruins.

Among those saved from peril, the halflings revealed that they had joined an expedition from distant Raam betrayed by disguised dray -- apparently a new race of shape-changing draconic beings sworn to Dregoth of Giustenal. The dray were adherents of a terrible cult known as the Children of the Endless Gray that had infested Raam and other city states of the Tablelands. A society of skin-stealers, the cruel ritualists of the dray flensed one of the caravan guards in the sight of the other captives. These dray had then traded the captives to the morlocks, intellect devourers, and their mysterious Master who now ruled the mines in return for safe passage.

And so it was revealed that Dregoth's servants had already entered the ruins at the behest of their terrible master, but our heroes possessed no means of revealing the dray's arcane disguises.

At the urging of the rescued elven maiden, Amunet-Ra, our heroes made a short journey to a forward camp of the Serpent Singer tribe, which resided within a ruined temple. There, one of the leaders of the tribe, the Dreaderseer Anubisemonekeh, parlayed with our heroes, and agreed to exchange the desired knowledge of aura-reading, which might reveal the presence of the disguised dray, in exchange for their provision of ancient knowledge from the kreen tomb that lay astride the temple where were gathered the elves.

While meeting with the elves, a mysterious stranger, known as Cae, arrived on the scene, claiming to hail from Balic by the shores of the Estuary of the Forked Tongue. He sought, or so he said, to reunite with his departed mistress, Arsinoe of House Nicephorus of the city-state of Balic.

And thus our heroes resolved to enter the tomb of the ancient kreen, servants of the Red God Dargulin, an ancient allay of the corrupted pyreen Rajaat.

A fierce melee with flying abominations at the entrance of the tomb dispatched one of our redoubtable heroes, who had no time to mourn.
Our heroes were again assaulted by the forces of the serpent spiders -- a party of xulgath and their animal servants. After a fierce melee, the remaining xulgath druid Troodon began to reveal much of its new masters and their desires. The serpent spiders were a race of shape changers and dimension-skippers that hailed from a distant world which had also been visited by the power of the enigmatic Stoneburners who had taught Rajaat the defiling arts, and the abomination of nature bending to the ancient halflings. Their legacy on the far off world of the serpent singers had been adopted by a race of colorless dragons who had drawn upon its power to shape themselves and the other races of mortals in their own image. Chiefly, this power, as in Serinbaal, was channeled through obsidian orbs. However, the dragons’ corruption of fiends with their mutagenic abilities proved their undoing, and the resulting abominations, known as the dramojh, and driven their former masters from the Lands of the Glistening East before installing themselves as rules of all. The serpent spiders, known as the slassans, were created by these dramojh, the warping of great subterranean serpents with the mutagenic powers of the dragon’s Stoneburner artifacts. After the destruction of the dramojh at the hands of a crusade of giants, the slassans were freed to pursue their own destinies. They divided themselves among several Chromatic Societies, and drew upon the power of the phase heart, an ancient dramojh artifact, to travel to the world of Serinbaal to seek after the remnants of the tenebrian seeds, the black orbs of the Stoneburner’s power, on other worlds. And so they had arrived on Serinbaal in Kalidnay. The Yellow Chromatic Society of the Ochre dome had awakened an ancient Stoneburner within one of the obsidian orbs, and had quickly used their newfound powers to rise to the head of serpent spider society. The Azure and Vermilion Domes of, respectively, the Blue and Red Chromatic societies had decided to pursue a different, less warlike course in their explorations of the Lands of Torment.

Venturing deeper into the tombs, our party encountered a group of agents from Nibenay seeking to punish smugglers from this region who had trespassed on their trade routes, but they quickly passed by…

Within deeper chambers of the tomb, within the resting place of Klaa’Trah-Yee the Keeper of the Keys, one of the Templars known as the Six Fingers of the Red God, the redoubtable servants of Almah combatted grievous tomb guardians, bathed in a residual living vortex of the kreen dark lord Dargulin, and then ascended a network of caverns above the tombs.

Here, they encountered the Soordogum Tribe of myceloids, who had succumbed to the power of Kchac'Thraa, an undead servant of Dargulin who had recently awakened. The wraith and its myceloid spokesperson Shraagroom the Sporulator convinced the party to enter an elemental grotto and dispose of a troublesome earth drake.

When they had arrived via a magical portal in the grotto, the party discovered that there were not one, but two drakes, and that they were companions of a mysterious druid from Yaramuke known as Itko. The representative of a clandestine criminal society that served the former serpentine lords of Yaramuke, he proposed to allay and dispose of the wraith. When their double-cross had been negotiated, the group was assaulted by an automaton servant of Kchac'Thraa.

The party returned to the great chamber of the myceloids and an intense melee ensued where the apprentices of the wraith were destroyed. Having dispatched the wraith’s immediate forces and sealed off the chamber from reinforcements, they then entered the Chamber of Convocation, where they discovered the myceloid shaman Shraagroom parlaying with the terrible Reapers, soul-stealing entities of the Gray. The party struck a deal with the caneloth, a hyena-headed monstrosity, and a renewed assault commenced that ended the reign of the wraith with its detonation of a powerful incendiary device which collapsed a vast portion of the tombs.

However, enough remained to allow the surviving heroes to rescue several elven artifacts from the myceloid chambers, and return them to Anubissemonekeh of the Serpent Singers in exchange for aura-reading abilities.

The collapsed mass of the kreen tombs, a great hole in the Iridescent Desert and the Rainbow Rise which divided the glittering sands of the former from the heat of Magsaphuron the Lake of Magma to the east, was quickly founded as a new settlement known as Cthasm. This strange admixture of myceloid, xulgath from the depths, white gnomes, human traders from New Kalid astride the ruins, and others from both the surface and subterranean worlds, had become the greatest nexus of peoples since the fabled days of Kalidnay’s Subaqueous Bazaar. Now, they all gather around the great pit known as the Doom Drop to seek their respective destinies…


The last week...

After the destruction of the Soordogum Tribe's cavernous lair by during the combined assault of the Compact of the Broken Tablet, their erstwhile ally Itko of Yaramuke, and the forces of the mysterious Reapers, the immense cavity created by Kchac'Thraa's detonation of a powerful explosive device was quickly repopulated, and the area -- now known as the 'Doom Drop -- has already transformed itself into a kind of makeshift city which the locals have taken to calling Cthasm.

Within the remains of the Soordogum tribal domain, the surviving myceloids have laid new sporulation beds, as well as constructed shrines to their new masters, the soul-thieving inhabitants of the Gray known as the Reapers. Within the myceloid domains, confined largely to the top tier of Cthasm, the arachnidians, the race of spider-like creatures that serve as the Reaper's warriors and beasts of burden, have become a frequent sight. It is said that several caneloths and oinodaemoiniae, as well as other Reaper castes, have also have spotted within the myceloid domains.

From the deeps of the earth, which, in the tortured planet, is now far more heavily populated than the surface world, several forces have converged on the new aperture to the lands of the sun, erecting their respective embassies beside the subterranean lake at the bottom of the Doom Drop, upon the site for the former lair of the wraith Kchac'Thraa .

First, an embassy of White Gnomes have arrived with several of their monstrous cavern worms. They have come to seek slaves, food, and mercenaries to assist them in a conflict with some terrible force deep within the earth...

Another party to have recently settled the shores of the Dead Lake are the xulgaths of the inner world. By their own account, these creatures hail from a hollow world within the planet, a verdant but deadly jungle paradise dominated by reptilian creatures. The xulgath arrived with a large entourage of dinosaurs, and one of the enterprising creatures has recently established a sort of menagerie to display lost varieties of the species to interested inhabitants of the Seven Cities.

From some lightless realm has also surfaced the mysterious obsidian-skinned elves know as the fulgrim or shograth. These ambassadors of what they refer to as the 'Shadow Kingdom' of their kind appear to nurture a special interest in establishing, or re-establishing, contacts with the elven tribes of the surface world, including the Serpent Singers of the Iridescent Desert.

Many other parties arrive, day by day, and the district on the shores of the Dead Lake has already been organized and surrounded by a palisade and defensive trench. This had proved a show of remarkable foresight, as the recently-completed fortifications were shortly tested by a hostile party of deep-dwelling dwarves known as druegar or dvenimpram and their earth elemental allies, who were driven back with difficulty by the combined forces of the xulgath, the white gnomes, the fulgrim, the xulgath, and other recent immigrants.

This establishment of new trade relations within the earth has been accompanied by similar developments above ground. The Serpent Singer tribe has established an embassy within a Kalidanayan ruin on the top ledge of Cthasm, set perilously by the shores of a torrentous waterfall.

From the south, the mysterious winged pterrans known as the kamistala'i and the speaking, thinking pangolins known as atodilophs, who likewise hail from a far region below the Deadlands, have appeared to seek their fortunes.

In the meanwhile, Rokan the Ascetic, psion of the Free City of Tyr, led the remainder of the Compact of the Broken Tablet to Destiny's Chariot, the remarkable mobile palace in which the Lady Almah of House Vordon had pursued her journey to an abandoned trade site in the most distant corner of the Great Alluvial Sand Waste.

Upon receiving their report, she encouraged the company to continue its adventures within the ruins of Kalidnay, seeking to end the threat which the Great Orrery posed to the rest of the Lands of Torment.

Several elven artifacts were retrieved from the myecloid chambers, and these permitted a successful parlay with the Dreadseer of the Serpent Singer Tribe, Anubisemoneke, who endowed the Compact of the Broken Tablet with the abilities of aura reading, so that they might, upon their next encounter, uncover the villainous presences of the shape-shifting spawn of Dregoth known as the dray.

The further adventures of the Compact of the Broken Tablet begin in the Plaza of Power, deep within the ruins of Kalidnay. This ancient parade ground stands before the immense fortifications of the Scarabhold, the former demesne of the High Templar Ahmun Ahnpur the Beastmaster. This powerful summoner and alchemist, one of the great Templars whose minds were imprisoned alongside that of their queen in the Orbs of Kalid-Ma, built this immense fortress on the shores of the Lake of Doom to surround the Gates of the Night, a set of three large portals to the subterranean caverns below the city, each surrounded by an immense mazework.

Recently, it appears that the fortress has been re-inhabited, as lights have been detected from the heights of the central keep.

The Compact of the Broken Tablet was directed by the Lady Almah of House Vordon to begin their explorations of the Kalidnay ruins within this site, since a troubling report had come to the noble lady's ears: a caravan of the winged pterrans known as the kamistala'i and the race of anthropomorphic pangolins know as atodilophs have been waylaid during their movement through the city, seeking to visit an unknown purveyor within the depths of the ruins. She charged Rokan and his companions to investigate the dispatch of the caravan, and, if possible, determine their current course and intentions. For the representative of both races had been extremely circumspect in their comments when they had visited Destiny's Chariot, and had declined to reveal the true nature of their visitation to the lands of the Seven Cities.

And so the Compact of the Broken tablet finds itself within the broad expanse of the Plaza of Power, within the uppermost reaches of the Acropolis of Kalidnay. They must uncover the truth behind the mysterious assault on the lost caravan, whose ruin now lies before them, as well as seek the Orb of Kalid-Ma and its attendant pylon which is doubtless contained within the Fortress of the High Templar Ahmun Ahnpur, the first stage of closing the gate of the Grand Orrery, whose rings still hang ominously over the ruins of the vast city...


Here's my current map of the Kalidnay ruins. You're in the center, on the Acropolis of the Plateau of Power, on the shores of the Lake of Doom. The Plaza of Power is near the Plaza of Might, right in front of the red star denoting the position of the Scarabhold. I'll try to add some more locations later, but this should give you a basic idea of the organization of the city.


Here's a rough map of the Plaza of Power.


Here's another view of the plaza which gives a better sense of the scale of the area.


WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34

The burning sun had been a rather unwelcome surprise as Narzor unsealed the magic that had locked his lab away from prying eyes.

Surprisingly there were tall insect like humanoids standing outside that were as surprised that the wall opened behind them as he was that they were standing there. His magic prevented them from seeing him, and so he simply stepped out of the way and allowed them to enter the lab below.

As he walked away from the wall, the screams began. They almost sound like Humans he mused to himself.

--------------------------------------------------------------------------

The days stretched on as Narzor walked through an unending sea of sand. He was surprised that the desert went as long as it did, but he continued walking and trying to reach out to Orcus, the lord of undeath.

So far, however, his master was silent.

It was almost a month before he ran across another soul, or in this case, a large number of souls. As he crested a dune, he saw a caravan travelling across the desert. Deciding to see what he could learn from these creatures, Narzor joined the caravan remaining invisible.

Soon, the caravan arrived at a large city, and Narzor left them there. He had learned something of the language (they still spoke Common, although some of the terms were a bit different from what he knew. Apparently the local politics are tumultuous, with a group of so-called Sorcerer Kings. For a group of arcane spellcasters, there appeared to be a lack of magical ability among the locals.

Narzor stood in the square at midday, observing the coming and going of the mortals and taking in what knowledge he can.


Narzor wrote:

The burning sun had been a rather unwelcome surprise as Narzor unsealed the magic that had locked his lab away from prying eyes.

Surprisingly there were tall insect like humanoids standing outside that were as surprised that the wall opened behind them as he was that they were standing there. His magic prevented them from seeing him, and so he simply stepped out of the way and allowed them to enter the lab below.

As he walked away from the wall, the screams began. They almost sound like Humans he mused to himself.

--------------------------------------------------------------------------

The days stretched on as Narzor walked through an unending sea of sand. He was surprised that the desert went as long as it did, but he continued walking and trying to reach out to Orcus, the lord of undeath.

So far, however, his master was silent.

It was almost a month before he ran across another soul, or in this case, a large number of souls. As he crested a dune, he saw a caravan travelling across the desert. Deciding to see what he could learn from these creatures, Narzor joined the caravan remaining invisible.

Soon, the caravan arrived at a large city, and Narzor left them there. He had learned something of the language (they still spoke Common, although some of the terms were a bit different from what he knew. Apparently the local politics are tumultuous, with a group of so-called Sorcerer Kings. For a group of arcane spellcasters, there appeared to be a lack of magical ability among the locals.

Narzor stood in the square at midday, observing the coming and going of the mortals and taking in what knowledge he can.

The caravan which Narzor had observed consisted of a mixture of two curious species -- one a race of winged lizardmen dressed in flowing togas of the purest white, so blazoningly pure as to hurt the eyes of the observer, and another which resembled armored ant eaters with large, brimmed hats that overshadowed their beady eyes.

These accompanied about a half dozen wooden carts through the ruins of the immense, ancient metropolis.

The only snippets of the conversation between the two groups that their invisible camp follower could discern was when the two species conversed between their respective camps in Trade Tongue. The internal dialog within the two groups was conducted in impossibly alien languages.

From these brief conversations, Narzor had discerned that the two parties had united in a far southerly region to visit a party that was currently headquartered within the ruined city. They apparently had several names, but the caravan members mostly referred to them as Cytobardites or Cyotbidaradans. They apparently had sent emissaries to distant lands advertising their offer of a new power that could dispel sorcerous and psionic powers.

The caravan had made it's way to the ruined city, apparently named Kalidnay, in the hope that this new treasure might help them in their struggle against a tyrant of the distant south known as Tsepan, the ruler of a expansionistic city-state protected by an invincible wall covered with mirrors.

The caravan was assaulted once it had reached a central quarter where the meeting between these parties and the Cytobardites was supposed to have occurred. The attackers were a race of orc like creatures with sixteen arms, and they were accompanied by several large warbeasts that resembled a large boar or some kind of wolf.

Once the slaughter had been concluded, the assailants erected a defensive barricade around their position with immense stones quarried from the ruins, apparently awaiting the arrival of some other expected visitors...


WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34

Narzor opted to simply watch the strange Orcs for now, content in learning what he could about the creatures. He had not spent millenia in observation to act rashly now.


Narzor wrote:
Narzor opted to simply watch the strange Orcs for now, content in learning what he could about the creatures. He had not spent millenia in observation to act rashly now.

After spending a couple of hours piling up stones, the creatures seemed to have completed their haphazard fortifications. The site of the destroyed caravan is now surrounded by a dense barrier of large rocks some twenty five feet or so feet thick at its broadest point, and at least that tall.

Over the edge of the barrier, and standing out starkly against the dimming light of the late afternoon occasioned by the unexpected descent of a large bay of clouds over the vast ruins, flickers an eerie firelight, as if a large bonfire or other holocaust had been kindled within the tarek's hastily-erected walls.


Opening scene for the rest of the party...

The broad expanse of the Plaza of Power in ancient Kalidnay sprawls hundreds of feet to each side, encompassing a vast, flat space.

Seemingly endless ruins surround the four sides of the square, some in better repair than others.

Most of the buildings are constructed of sandstone decorated with elaborate hieroglyphics. Some retain some or all of their sheen of decorative paint from a previous age.

A far smaller number of structures are clad in sheer white slabs of limestone, and further decorated by what appears to be metal inlay in decorative friezes near their roofs. The latter element is especially peculiar -- how was such a quantity of metal originally obtained or preserved from salvage? Perhaps it is not really metal...

To the east, the immense bulk of the Scarabhold, the great fortress of the High Templar Ahmun Ahnpur, broods behind its thick walls overlooking the black waters of the Lake of Doom. The high towers of the central keep eclipse the noonday sun.

The center of the great plaza, once a parade ground of the ancient metropolis, is dominated by a wall of rough boulders piled some twenty five feet or more in height. A dim illumination can be seen behind their bulk, as if a fire had been kindled within.

The path of the caravan mentioned by the Lady Almah terminates in the plaza. It seems very likely that the answer to their fate lies behind the haphazard walls which create a sort of barricade within the center of the Plaza of Power...


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)

A bald monk stands in the midday sun, not at all sweating under the oppressive, dry heat. In fact he seems to be strangely appreciating it, basking in it.

Finally we arrive here to address the matter of the awakened minds, and the opened gate.

In his mind he flashes back to the dank darkness of the myceloids chamber, and the surrounding caverns. Then before that, the labyrinths of the kreen tomb where his party bathed in the motes of the Red God.

He shudders at this last thought. Power does not come for free.

Altogether too long in the darkness, he thinks.

Not speaking to his party at length he scans the Plaza of power, wondering where power or aberration may lurk. He focuses, in particular, on the small number of dwellings that seem to exhibit metal inlay, or something that matches its appearance. After a time he looks to Scarabhold and likewise focuses on it to detect any presence of psionic power or protections.

Detect psionics on a sample of these homes, and then the Scarabhold


Male Halfling psion (nomad)/rogue (cutpurse+scout) 6 / elocater 2 / trickster 3 W 46 V 152/152 ~ AC44 tch36 ff25 ~ F+13 R+22 W+17 ~ CMD33; Init+29 Per+25; spot traps within 10' d20+29

Sheathed in a cloak which has taken on the pale blue tones of the sky, a halfling walks as if firmly on the ground.. yet he is a hundred feet in the air. He stays above and near Rokan (the only one left of those who'd saved his life), and scouts from his higher vantage point.

Things were muddled below - every chamber held forces of unfathomable power. It wasn't until his return to the surface that Jimbli felt how truly powerful he'd become. The blood of his formidable and varied lineage had awoken. It surely wouldn't be long before he was strong enough to travel the planes to search for the one of whom his father spoke.

Going where Rokan goes, but above. At each building, I'm getting to where I can get an eye on every side of each structure.

Perception searching for hidden or concealed: 1d20 + 29 ⇒ (3) + 29 = 32


Rokan the Ascetic wrote:

A bald monk stands in the midday sun, not at all sweating under the oppressive, dry heat. In fact he seems to be strangely appreciating it, basking in it.

Finally we arrive here to address the matter of the awakened minds, and the opened gate.

In his mind he flashes back to the dank darkness of the myceloids chamber, and the surrounding caverns. Then before that, the labyrinths of the kreen tomb where his party bathed in the motes of the Red God.

He shudders at this last thought. Power does not come for free.

Altogether too long in the darkness, he thinks.

Not speaking to his party at length he scans the Plaza of power, wondering where power or aberration may lurk. He focuses, in particular, on the small number of dwellings that seem to exhibit metal inlay, or something that matches its appearance. After a time he looks to Scarabhold and likewise focuses on it to detect any presence of psionic power or protections.

Detect psionics on a sample of these homes, and then the Scarabhold

1st Round: Presence or absence of psionic auras.

There is an extremely strong psionic aura covering the entire Scarabhold, as if the entirety of the immense structure were completely enveloped in a mantle of mental power of almost unimaginable dimensions and size. To someone with sensitivity to these forces, it is as if a psionic power of super planetary size and dimensions were resting over the tall spires of the High Templar's fort...

There are scattered psionic readings from the surrounding buildings, as well as the haphazard defenses in the center of the plaza. It appears there are about a dozen psionic signatures within the latter, and another dozen or so around the periphery of the open space.


Jimbli Willit wrote:

Sheathed in a cloak which has taken on the pale blue tones of the sky, a halfling walks as if firmly on the ground.. yet he is a hundred feet in the air. He stays above and near Rokan (the only one left of those who'd saved his life), and scouts from his higher vantage point.

Things were muddled below - every chamber held forces of unfathomable power. It wasn't until his return to the surface that Jimbli felt how truly powerful he'd become. The blood of his formidable and varied lineage had awoken. It surely wouldn't be long before he was strong enough to travel the planes to search for the one of whom his father spoke.

Going where Rokan goes, but above. At each building, I'm getting to where I can get an eye on every side of each structure.

[dice=Perception searching for hidden or concealed]1d20+29

Jimbli Willit: Perception:

From his high vantage point, the halfling can easily discern the shape and contents of the fortification in the center of the plaza. The remains of the caravan, a half dozen large wooden carts, are set in the midst of two towering infernos, fed by the remains of the vehicle's inhabitants. There are a dozen sixteen armed tareks of large size, an ettin, and two immense wolf like creatures within the hastily-erected barricade. Though it appears to have been quickly assembled, the structure is cyclopean in dimensions, some twenty five or more feet thick and at least that high.

The structure's defenders easily spot the halfling and begin to point in his direction.


WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34

Finally. Narzor thought to himself as he saw Jimbli. Another spellcaster. Perhaps he is one of the tribe of Halflings who rule here?


Male Halfling psion (nomad)/rogue (cutpurse+scout) 6 / elocater 2 / trickster 3 W 46 V 152/152 ~ AC44 tch36 ff25 ~ F+13 R+22 W+17 ~ CMD33; Init+29 Per+25; spot traps within 10' d20+29

Jimbli disappears.. reappearing within fifteen feet of Rokan.
"I've been spotted. A dozen many-armed big guys, an ettin, and a couple massive wolves beyond the barricade. Are you ready for a fight?.. I certainly am."

His eyes glow for a moment as he grins in anticipation.. he then scans the area for their allies to report what he'd seen.

Activating Touchsight - ignore invisibility, darkness, and concealment within 60' for 7 minutes.


Let's see if Hamza and the rest post before we start Initiative I'm hoping everyone else chimes in soon.


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 |

A few feet next to the bald monk casually lounges an elven woman.
A slight breeze gently plays with the long hair flowing down from her head, only parted by long pointed ears, every now and then shifting the light gowns which conceal as much as they reveal in typical elven attire.
On her arms are many different bracelets, some obsidian, some seemingly wooden, some of jade, some made from bones, all elaborately carved with different motives. She doesn't seem to carry much else, or if it's better concealed by her clothing than her figure.
The very image of fecundity and liveliness she at the same time fulfills and elevates all the prejudice elven women normaly face, giving off an unearthly and snakelike grace in every little movement.
Standing there staring at nothing in particular ignoring the environment she plays with her hair in a lascivious way and seems bored.

Not even the sudden appearance of the flying blue cloaked halfling seems to startled her, but a slight smile touches her face, revealing pronounced fangs where the canines would usualy be.

Remind me, why are we here again?

More hushed she adds:
Many-armed big guys doesn't sound bad, but probably they are too ugly, stupid and clumsy to be of any use.


Amunet-Ra wrote:

A few feet next to the bald monk casually lounges an elven woman.

A slight breeze gently plays with the long hair flowing down from her head, only parted by long pointed ears, every now and then shifting the light gowns which conceal as much as they reveal in typical elven attire.
On her arms are many different bracelets, some obsidian, some seemingly wooden, some of jade, some made from bones, all elaborately carved with different motives. She doesn't seem to carry much else, or if it's better concealed by her clothing than her figure.
The very image of fecundity and liveliness she at the same time fulfills and elevates all the prejudice elven women normaly face, giving off an unearthly and snakelike grace in every little movement.
Standing there staring at nothing in particular ignoring the environment she plays with her hair in a lascivious way and seems bored.

Not even the sudden appearance of the flying blue cloaked halfling seems to startled her, but a slight smile touches her face, revealing pronounced fangs where the canines would usualy be.

Remind me, why are we here again?

More hushed she adds:
Many-armed big guys doesn't sound bad, but probably they are too ugly, stupid and clumsy to be of any use.

"Sister Runner!" replies the mysterious minstrel of the Deadlands, "your memory is as elusive as your people! We are of course here at the behest of the regal Lady Almah of the Clan Athiratu-Astarte of House Vordon of the Free City of Tyr, investigating the sudden disappearance of joint caravan expedition of the winged pterran known as the kamistala'i and the anthropomorphic race of pangolins known as atodilophs, which had arrived recently at the lady's audience hall within Destiny's Chariot from some far southerly region, set beneath the yawning wastes of the Deadlands."

He gestures demonstrative to the haphazard fortification in the center of the Plaza of Power,

"I believe our associate in the Compact of the Broken Tablet, Jimbli of Raam, has just alerted us those responsible for the dispatch of the southern travelers, apparently a tribe of mutant tareks. I have heard reports of them beforehand... one faction seized the Great Gate of Battle, the primary aperture of the outer walls of ancient Kalidnay."

Slavathras frowns visible,

"I wonder what reason could have compelled them to so savagely assault this entourage, and come to think of it, the reason for these rare people's entrance into the ruins remains similarly obscure."


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

Born aloft on shadowy, demonic looking wings, Hamza flies effortlessly over the Plaza of Power. Unseen by any but the most perceptive, the assassin settles onto one of the house's roof, and scans the courtyard.

Skill God(stealth)+62 = 82 on stealth

1d20 + 36 ⇒ (6) + 36 = 42 Perception, See in Darkness


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)
Jimbli Willit wrote:

Jimbli disappears.. reappearing within fifteen feet of Rokan.

"I've been spotted. A dozen many-armed big guys, an ettin, and a couple massive wolves beyond the barricade. Are you ready for a fight?.. I certainly am."

Rokan breaks his gaze from scanning the plaza to barely respond.

Hmm. I can be. I was hoping we wouldn't make a mess so soon, or announce our presence so loudly.


Hamza Mīnakshi wrote:

Born aloft on shadowy, demonic looking wings, Hamza flies effortlessly over the Plaza of Power. Unseen by any but the most perceptive, the assassin settles onto one of the house's roof, and scans the courtyard.

Skill God(stealth)+62 = 82 on stealth

1d20+36 Perception, See in Darkness

Hamza Mīnakshi: Perception:

Hamza sees a haphazardly assembled fortification in the middle of the large plaza. Large boulders quarried from the ruins, all weighing several tons, have been quickly moved into position to form a defensive barricade around the ruins of the ambushed caravan.

The ruins of the doomed expedition of the winged pterrans and their pangolin-race compatriots from the far south burn in a torrent within the thick ring of stones.

The walls are at least 25 feet thick, and as high or greater than their breadth. The circular compound is at least 100 feet across.

Within the walls of the enclosure, a dozen heavily muscled tarek with sixteen arms each congregate around a roaring blaze. They are accompanied by a large ettin and two lumbering wolf-like creatures.

One of the tareks points upwards as it spots Jimbli's approach and howls with a blood curdling war cry.


Rokan the Ascetic wrote:
Jimbli Willit wrote:

Jimbli disappears.. reappearing within fifteen feet of Rokan.

"I've been spotted. A dozen many-armed big guys, an ettin, and a couple massive wolves beyond the barricade. Are you ready for a fight?.. I certainly am."

Rokan breaks his gaze from scanning the plaza to barely respond.

Hmm. I can be. I was hoping we wouldn't make a mess so soon, or announce our presence so loudly.

The strange elf sneers.

"Indeed, I would rather we had maintained our advantage of surprise as well. However, I suppose there is nothing to be done about it now..."


Here's the map of the ambush. I'll update with your character's positions when Cae has posted. Some of them are going to be off the map right now.


EDIT: I looked at my map again -- the walls of the compound are more like 40-50 feet thick, and a little higher than that tall.


WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34

I'm inside the circle, right?


I wasn't totally clear where you were, is that where you want to be?


WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34

That works.


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 |

The first day outside the caverns had been a welcome relief for Cae who had relished seeing sunlight again, even such as it was. But now, the heat only serves as an irritant, each sunrise being a reminder that he has still not found his Mistress for yet another day. Only the calming presence of Vyse allows him to keep the usual smile on his face.

Here in this plaza, he absorbs the red sun's rays into himself and out into the weapons of his allies.

-------------------------------------------------------------------
Buffs:

Aura of the Sun(50'): +3d4 fire damage to weapon rolls
Fortune Hex: Re-roll any ability check, attack roll, saving throw, or skill check, taking the better result once per round. (applies to anyone who accepts his morning blessings)

-------------------------------------------------------------------


Suddenly, one of the mutant tareks appears at the entrance of the hastily-erected fortification. The creature bears a white standard emblazoned with an open palm, a universally-recognized sign of peace throughout the Lands of the Seven Cities.

It speaks in heavily accented Trade Tongue,

"Halt strangers! Are you servants of the Citadel? You do not resemble others of their number. If so, I curse you with a thousand curses. If not, I beg you to hear our petition."


Narzor wrote:
That works.

I'll amend the map when I get home.


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

Hamza stays to the shadows of the roof he's on, but directs his attention to the tarek. Skill God(Sense Motive) +60 = 80 Sense Motive.


Hamza Mīnakshi wrote:
Hamza stays to the shadows of the roof he's on, but directs his attention to the tarek. Skill God(Sense Motive) +60 = 80 Sense Motive.

Hamza Mīnakshi: Sense Motive:

The creature's query and offer are both genuine.


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)

Not nearly as impressive as Hamza's, but for the record Rokan also has Skill God (sense motive) at 20+21 => 41

Rokan looks at Hamza for a moment to confirm the safety of this engagement. A short missive to the shadow lord. Let's play this as a little naive, let them show their hand, and see if they can be directed to our purposes.

The monk booms out over the surface of the plaza in response to the tareks. We are listening. Tell us what you know of this citadel and then state your request.


Rokan the Ascetic wrote:

Not nearly as impressive as Hamza's, but for the record Rokan also has Skill God (sense motive) at 20+21 => 41

Rokan looks at Hamza for a moment to confirm the safety of this engagement. A short missive to the shadow lord. Let's play this as a little naive, let them show their hand, and see if they can be directed to our purposes.

The monk booms out over the surface of the plaza in response to the tareks. We are listening. Tell us what you know of this citadel and then state your request.

Rokan the Ascetic: Sense Motive:

The creature's query and offer are both genuine.

The tarek regards the psion warily,

"The ones who now dwell in the Citadel came from a vast city to the east known as Balic, which is an important port on the Sea of Silt. We believe they were originally merchants of some type. If you are a native of this region, I imagine the city is known to you. We have heard of it only when those who wield the obsidian orbs arrived and claimed the Citadel for themselves, and made an alliance with the dreadful devil snakes who now live below the Rift of Baltoush."


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)

Rokan stands waiting for the tareks to say more, for an uncomfortable length of time, never breaking his gaze or blinking.

Giving others a chance to speak up before he finally says something to the effect of, "and your request?"


EDIT

"This caravan from the south came to barter with the denizens of the Citadel. We have dispatched them for their wickedness. The foreigners from Balic who have seized the Citadel have sought dark magic from the devil serpents. This dark magic silences the mind and the word. This caravan was made up of enemies of our tribe's ally, the great warrior Tsepan. They sought the dark magic of the Citadel to oppose him in the distant lands of the south."

"All lands are threatened by this dark magic. You should join with us to end its threat to your peoples and ours. Soon, the Citadel will send its forces to find this caravan, and then we must seize them, and abduct a captive from whom we can pry the key to the fortress."


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

Quick clarification, is the caravan they wish to find and seize the same caravan that we were sent to investigate?


They seized and destroyed the caravan you're investigating. That caravan was going to meet up with these mysterious forces from Balic. the tareks forces got to them before the rendezvous could occur.


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

Hamza steps into the shadows surrounding him, and emerges next to Rokan. He wears the appearance of his merchant guise. "Friends, I know nothing of this Citadel, or dark forces conspiring from the shadows. However, my companions and I are quite capable at dispatching troublesome interlopers. Allow us to take over guarding the caravan and we shall ambush the pesky investigators you seem concerned about. As you just saw, I am rather adapt at remaining unseen, and I can promise you they won't see me before it's too late. Once we have gotten rid of the Citadel's agents, we shall join you inside your most impressive fortress, and celebrate their demise. What say you?" Hamza offers expansively.

Spending a mythic power point for Display of Charisma, and another for my surge. 1d8 ⇒ 1 +20(Display of Charisma) +20(Skill God Diplomacy) +64 = 105

1 to 50 of 3,826 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Legacy of the Dark Sun Gameplay All Messageboards

Want to post a reply? Sign in.
1 to 50 of 423 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>

2 people marked this as a favorite.

Fellow Pathfinders,

I have a group who has decided to change gears with me and we're looking for a few more player for a high powered but brutal rendition of the Legacy of Fire Adventure Path set on Athas.

Short story, I was inspired by this post:

Laric Sep 5, 2011, 03:16 pm | Flag | List | Reply Dune Reaper

The first two adventures would work extremely well in Dark Sun with minimal conversion (change the gnolls to gith and take out the genie stuff). You could set it near the mountains of the Black Spine. These adventures would take your party from level 1-7.

The first two adventures are by far the best in the AP and although Amethal's suggestion are good, I would recommend ditching the rest of the AP as the modules are either not very good (#3 Jackal's Price) or really too much work to convert (#4 and #5). As mentioned by Amethal, Part 6 might be workable as a campaign finale with some conversion (tone down the wish stuff and switch the BBEG to a wizard transforming into a Dragon). The nice thing about the part 6 is that it revisits the locales of part 1 and 2.

For level 7 onwards, I'd actually recommend checking out the Slumbering Tsar Series as most of it (but especially the first three installments which takes the PCs from level 7 to 11) would work very well in Dark Sun with some minimal conversion. These adventures could be set in and around Giustenal. By the time you were done with these, Part 6 of Legacy of Fire might fit in well.

I'd like to try something like this using conversions of some of the Black Spine material (maybe using part of Litch Queen's Beloved from Dragon for the last part), and the Necromancer Games version of the City of Brass.

Rules:

Any third party etc. goes as long as it fits Athas. I'm going to throw in stuff from 3rd party sources and re-fluff it with abandon.

Classes: No multi-classing except for prestige classes. VMC or multi class archetypes instead. Gestalt with feat every level or one class with 3 feats every level or alternative rules for 'feat chains' posted below

35 pts. buy or roll 5d6, drop lowest.

Wounds and Vigor (Ultimate Combat).

Alternative Action Economy (Unchained (see cheat sheet below).

Background skills (Unchained).

Using mythic.

Automatic bonus progression as per 2 levels higher (the version where there are basically no magic items).

Advancement by DM fiat instead of creature death -- I'm just going to level you up when you need to for the next piece, I don't have any interest in calculating XP and having to ration that out.

Start at third level with 1 mythic tier. We're going to go 1 mythic tier every 2 levels.

Hero Points.

Stamina and combat tricks.

I'm open to suggestions...

CAMPAIGN DOCUMENTS:

RULES:

Dark Sun PF Conversion

House Rules

Alternative Feat Progression Rules for Single Class Characters

Unchained Action Economy Cheat-Sheet

Supplemental Mythic Rules

Liberty's Edge

Hello! I'd like to express my interest in this. I'll have to come up with something tomorrow but consider this my dot. This sounds very interesting!


We're going to spend a couple of weeks making characters, there is no hurry, thanks for the interest.


May the dicebots look upon me with favor:

Stats: 5d6 ⇒ (2, 3, 4, 4, 3) = 16 = 11
Stats: 5d6 ⇒ (6, 6, 1, 4, 3) = 20 = 16
Stats: 5d6 ⇒ (5, 3, 6, 5, 4) = 23 = 16
Stats: 5d6 ⇒ (6, 5, 3, 6, 1) = 21 = 17
Stats: 5d6 ⇒ (2, 2, 4, 6, 6) = 20 = 16
Stats: 5d6 ⇒ (2, 1, 2, 5, 5) = 15 = 12


And apparently they did!

You said you'd used the conversion document I linked -- what did you think of the rules? Did they work?

I'm looking for a replacement for Aracockra and Pterrans and I think it will be easier to come up with equivalents that are also about RP 18-19, any ideas anyone?


We are still using traits right? 2 plus 1 for drawbacks was what we did before?

5d6 ⇒ (5, 4, 6, 2, 3) = 20=15
5d6 ⇒ (1, 5, 6, 5, 4) = 21=16
5d6 ⇒ (3, 6, 3, 3, 2) = 17=12
5d6 ⇒ (4, 5, 4, 2, 3) = 18=13
5d6 ⇒ (5, 6, 3, 6, 1) = 21=17
5d6 ⇒ (2, 1, 5, 2, 6) = 16=13

Not bad at all

At least one half of my character is going to be psionic I have no doubt.
I mean it isn't set in stone but I love the psionic classes and DSP does good work.


Sebecloki wrote:
You said you'd used the conversion document I linked -- what did you think of the rules? Did they work?

They seemed to work well. It was a short campaign, so can't speak long term. Also dropped a line to my cousin who wrote a lot of Dark Sun stuff to see if he would drop in and comment on your other question about the Aracockra and Pterrans as well.


Original disgruntled player and a tentative dot.


Original Player with dice rolls:

5d6 ⇒ (4, 2, 1, 6, 6) = 19 16
5d6 ⇒ (1, 4, 6, 2, 5) = 18 15
5d6 ⇒ (6, 5, 6, 6, 6) = 29 18 (wow!)
5d6 ⇒ (5, 1, 5, 2, 4) = 17 14
5d6 ⇒ (2, 6, 2, 6, 3) = 19 15
5d6 ⇒ (2, 5, 6, 2, 2) = 17 13

This time the dice gods have favored me! Though that one 5d6 spread..4x6s and 1x5!

Can make just about anything with that...


Would this Prc be allowed in this game? walker in the waste


Interested


Anyone know if there's a way to get the Dark Sun races in HeroLab? This is interesting, but I'd rather not try to kludge them together in the race builder myself.

5d6 - 2 ⇒ (2, 5, 6, 3, 6) - 2 = 20
5d6 - 1 ⇒ (3, 5, 4, 1, 4) - 1 = 16
5d6 - 2 ⇒ (3, 3, 2, 3, 5) - 2 = 14
5d6 - 1 ⇒ (2, 6, 2, 1, 6) - 1 = 16
5d6 - 3 ⇒ (4, 3, 4, 5, 5) - 3 = 18
5d6 - 2 ⇒ (2, 6, 4, 6, 5) - 2 = 21


1 person marked this as a favorite.

For stats while it says drop lowest, I’m pretty sure it means drop 2 lowest. Otherwise I’d have a 24 in one stat...


An OG player, back to have a good time.

Stat: 5d6 ⇒ (6, 3, 6, 3, 6) = 24
Stat: 5d6 ⇒ (5, 5, 2, 4, 5) = 21
Stat: 5d6 ⇒ (4, 2, 3, 4, 2) = 15
Stat: 5d6 ⇒ (4, 1, 1, 1, 2) = 9
Stat: 5d6 ⇒ (6, 6, 6, 6, 5) = 29
Stat: 5d6 ⇒ (4, 6, 1, 5, 1) = 17

Wow those stat rolls are erratic as can be, two 18's but a 7?


Yeah I mean drop 2


Yeah Grumb is right about the stats, dm forgot to write two lowest.

Liberty's Edge

I noticed you are allowing third party material for this so I am wondering if you would allow the Akashic Mysteries book from Dreamscarred Press? I've wanted to try out a Daevic character for awhile now.


Yes! That'd be awesome for flavor wise.


Can I get a yay or nah on the PrC Sebe?


I have a soft spot for Athas, dot. I guess my only worry is, this sounds like a very high powered game - granted Athas is a brutal place so maybe that's OK. Mythic tiers provide some very unbalanced stuff, presumably you're looking for interesting characters over something hat wants to one round Borys :)


Teiidae -- that looks fine for Prestige classes.

FangDragon. Look at the Sorcerer King stats in the conversion -- they're like 45th level or something.


Alright...been putting some thought into this. And I think that I've got a build that I like.

Race: Elf (+4 Dex, +2 Int, -2 Con)
Classes: Black Blade Kensai Magus / Inspired Blade Swashbuckler (all good saves)
VMC Wizard (probably teleportation school)

The basic idea behind this...

(1) Full BaB Magus? Always fun.
(2) Automatic Bonus Progression gives a 'free' magic weapon of choice. Bladebound Magus gives a magic weapon as a class feature. Put the two together? Magic Sword and Magic Bow. Boom, done.

Feats
Lvl 1: Weapon Finesse (swashbuckler), Weapon Focus Rapier (swashbuckler), Fencing Grace (Lvl 1 Feat)
Lvl 3: VMC Wizard (Greensting Scorpion familiar, +4 Initiative)

Str (13) Dex (22) Con (14) Int (17) Wis (14) Cha (15)

Initiative: +14 (+6 initiative, +2 Elf, +4 familiar, +2 swashbuckler)

Equipment:
Silken Ceremonial Armor +1 (ACB)
Rapier +1 (black blade)
Longbow +1 (ACB)
Masterwork Buckler (0ACP)

This will give an AC of: 10 + 6 (dex) + 3 (int) + 1 (swashbuckler) + 2 (armor) + 1 (buckler) = 23.

----

And definately going VMC Wizard Conjuration-Teleportation. Because at lvl 7?

7x times per day, as a swift action, can teleport 15ft without provoking an AOO. Meaning? 5ft step, safely cast a touch spell, swift action teleport, and free action to deliver touch spell. No defensive casting needed. :)

----

Only question is...which mythic to go down?


I’ve always wanted to play in a darksun campaign! This looks very interesting. Let’s see what I can come up with...

5d6 - 5 ⇒ (5, 3, 5, 3, 2) - 5 = 13
5d6 - 3 ⇒ (1, 6, 6, 6, 2) - 3 = 18
5d6 - 4 ⇒ (5, 6, 3, 4, 1) - 4 = 15
5d6 - 3 ⇒ (2, 1, 2, 4, 6) - 3 = 12
5d6 - 6 ⇒ (3, 3, 6, 3, 3) - 6 = 12
5d6 - 5 ⇒ (6, 1, 4, 6, 6) - 5 = 18


Grumbaki here. Character in profile.

Went Mythic Archmage. Before having that, Malkaer had 3x shocking grasps, and that was all he could cast each day. Now he has 5x extra spell slots, letting him cast any spell that he knows. This takes him from being a swashbuckler with some extra damage, to actually being a spell caster.

Also as Mythic Power, I took Mythic Sustenance. Not needing food, water, or to even breathe? That's just a fluffy power in normal pathfinder. In Athas? That's huge.

----

Do we have any starting money? Mostly just to buy the mundane equipment needed, as I understand that we have more than enough toys due to ABP.

Liberty's Edge

Ok, here's my dice rolls for my character.

5d6 - 9 ⇒ (6, 6, 4, 6, 5) - 9 = 18
5d6 - 6 ⇒ (4, 3, 3, 6, 4) - 6 = 14
5d6 - 5 ⇒ (5, 6, 2, 3, 4) - 5 = 15
5d6 - 2 ⇒ (1, 5, 1, 6, 3) - 2 = 14
5d6 - 3 ⇒ (2, 4, 4, 5, 1) - 3 = 13
5d6 - 6 ⇒ (5, 5, 5, 1, 5) - 6 = 15


sounds interesting. Let me start thinking.


Ok, dotting, I'll admit it, I love Dark Sun, But I never seem to get a good feel for a character Idea, but let's try again.

A few questions:
Do we know how many 'original players' there are and what classes their playing?
How many 'new' players you are selecting?
Coming in at third level are we starting at the 3rd level wealth of 3,000 gp?
May we start with 'any' steel items (that aren't city/trait related)?
Do you know what City-state we will be starting in?
If we don't like the rolls can we take the 35 pt. build?

welp here goes
5d6 - 5 ⇒ (6, 6, 2, 3, 5) - 5 = 17
5d6 - 4 ⇒ (4, 5, 6, 3, 1) - 4 = 15
5d6 - 3 ⇒ (4, 5, 1, 2, 6) - 3 = 15
5d6 - 4 ⇒ (3, 4, 5, 3, 1) - 4 = 12
5d6 - 2 ⇒ (4, 4, 1, 1, 6) - 2 = 14
5d6 - 3 ⇒ (2, 6, 2, 1, 3) - 3 = 11
What are the odds of that, rolled 35 pts :-)


Interested for sure! I think i’ll see what I can come up with for 35 pt buy. :)


Some questions:

1) What races are available? Your house rules suggest it's wide open but the setting pdf suggests a much more limited selection.

2) Are we going with the normal "Arcane magic is feared and despised" element of the setting? The first ideas I had all involved being an arcane caster somehow, but in the setting that seems like a very dangerous idea.


Bluff: 1d20 + 10 ⇒ (20) + 10 = 30

”Magic? No, psionic power, my good friend. Trust me, would I lie to you?”

Yes, he would


Well, here's Tkk-tkk. I'll be fleshing out the backstory as things go.


I'm going to try to do a round up of questions:

@Robert Henry

-There are five players moving with me. They're still deciding above. People can overlap, as long as we have decent coverage, which it seems like we will.
-I'm willing to have up to a dozen players I guess. I haven't found having too many people is an issue. I'd rather have a few extra players in case someone drops.
-Sure, for the wealth. I'm not into the shopping cart aspect of the game. If that's enough to buy appropriate equipment, whatever, but I'd rather just hand wave it. Just select appropriate things.
-You can start with metal if you make a story about it that's appropriate to the character, and are okay if people want to skin you for it :p.
-Unless someone else feels strongly, I think we should be in Tyr since that has a setting book I own I can use.
-You can try both methods and pick the one you like best.

@Ouachitonian

-I'm bothered by the race issue too, since Aaracockra and Pterrans are some of what makes Athas for me. You can use other races, but we'll have to play with it a bit, like add a template. You'll notice the races in the conversion are like 18-25RP, whereas normal races are like 10RP. I'm open to anything as long as it fits Dark Sun, and we can make it comparable with the other players. Does anyone have ideas for Aracockra and Pterrans?
I'm more treating that conversion as a base to expand from than a tight confines. I'm going to add appropriate monsters, classes, and races from lots of other sources.
-You could be a Defiler or Preserver in 2e and all other versions, so assuredly you can be an arcane caster. I need to look at that part of the fluff again. Surely there's some way they justified it -- they expected PCs to include Preservers... but you should feel free to make an arcane caster, that's very much my idea that that's a possibility.


I want to emphasize too about the power issue -- one of the reasons I'm doing XP by fiat is that I want it to be possible to advance without charging into every combat. I'm going to run this as very deadly and gritty for combats, if you do that you're going to get smooshed hard. You can have an impressive array of abilities, but I don't think it will matter if you try to go toe to toe with a 45th level sorcerer king.

I'm letting you start a bit higher in the spirit of 2e rules, but also because I want everyone to come up with a bit of back story. I do want to do a lot of role playing and really take advantage of the unique setting.


Fingers crossed!

5d6 ⇒ (3, 1, 5, 6, 6) = 21
5d6 ⇒ (3, 5, 1, 1, 2) = 12
5d6 ⇒ (1, 3, 3, 4, 2) = 13
5d6 ⇒ (4, 3, 6, 1, 3) = 17
5d6 ⇒ (4, 3, 2, 5, 3) = 17
5d6 ⇒ (5, 4, 5, 3, 2) = 19


You keep the highest three - sorry, that was a clarification above. so that's actually 17, 10, 10, 13, 11, 14


I think I am going to play a Mul, and will probably go Ranger/Cleric, though I haven't hammered it out for sure yet, so not certain... just throwing it out for the people who asked what the original players were playing.


So to avoid total power gaming, shall we assume wealth is like the last go around?

Anything mundane within reason, to ensure character is built properly?


yeah, just pick some fair equipment, I'm not really interested in the imaginary economy and shopping


Original player here (Hawk),I'm somewhat built. I definitely plan to go Sightless Blademaster.

I can go with Runic Berserker if we want a more front line tough fighter. This version would be very heavily armored and excellent for checking unknown areas.

Storm Blade would make for a much more agile fighter, more akin to Grumbaki, so if he doesn't want another dex fighter, I can switch to another.

Lastly, I could go Kinetic Knight. Air would make for an interesting character, with much more serious out of combat abilities.


Sightless Blademaster? Pure awesome. I once figured out how to make the class, getting bllindsense while being blind at lvl 3. But that required many, many hoops to jump. This gets there simply at lvl4. I like it.

I honestly don't care if we have more than one dex to damage fighter. That said, I'd advise against Storm Blade. Sightless Blademaster is Full BaB and d10HP. Having another class that does the same would be redundant.

That leaves you with Runic Berserker and Kinetic Knight.

I'd suggest Kinetic Knight. Kineticists fit Athas really well. The class *feels* very psionic. It also meshes better with the Sightless Blademaster, as it would help explain why he can see while blind, and the Full BaB + D10 HP become a huge plus.

----

Now, the entire thing does feel very Dex based. I mean, sightless blademaster? That just screams dex. So Lvl 1 Feat Weapon Finesse and Your Tier 1 Mythic Feat Mythic Weapon Finesses gives you dex to hit and damage.

---

Together, we'd make a good team. :)


By the way...thank you for the link.

I've decided to switch my Swashbuckler class for Blade Disciple

Thematically, it just feels like it works better for the character. That, and it's a bit less book keeping. All the swashbuckler deeds take up *alot* of space, and for play-by-post can be hard to implement. So this will work out well.


You're not wrong, it feels wrong to have a blind man entrapped within steel rather than lithely twisting and turning, but there is an issue. Kinetic Knight causes the defensive ability to become only usable with heavy armor and a shield. That's not a huge turn off, but does negotiate the anti range benefit of air.

I don't know if you saw, but weapon finesse is basically a free feat under this awesome DM. So dex and combat maneuver builds are much more reasonable to accomplish.

Does anyone have any backstory in mind for their characters?


No, I didn't! I missed that the feat tax rules are in effect. That's great! It means an extra feat to play with. Due to my low Con, my fort save is too low for my taste. Great Fortitude brings my saves up to 7/10/7 :)

Alright...now we are using Wounds and Vigor.

Quote:
Wound Points Typically a creature has a number of wound points equal to twice its Constitution score. It also has a wound threshold equal to its Constitution score. Wound points represent the amount of physical punishment a creature can take before it dies. When a creature’s wound points drop to or below its wound threshold, that creature becomes wounded. When a creature is wounded, it gains the staggered condition until it is no longer wounded. Furthermore, when a creature is wounded, if that creature takes any standard or move action on its turn, its remaining wound points are reduced by 1 and it must make a DC 10 Constitution check. If the creature fails that check, it falls unconscious.

As Malkaer has Con13 (Elf...) that comes out to be 26 wounds.

Quote:
Creatures with one or more full Hit Dice or levels gain vigor points. With each level gained or each Hit Die a creature has, it gains a number of vigor points based on its Hit Die type.

Lvl 1: 10

Lvl 2: 1d10 ⇒ 1 Goes up to 6
Lvl 3: 1d10 ⇒ 7

10+6+7=23, so he has 23 Vigor.

---------------------------------

Shizuka the Blind wrote:

You're not wrong, it feels wrong to have a blind man entrapped within steel rather than lithely twisting and turning, but there is an issue. Kinetic Knight causes the defensive ability to become only usable with heavy armor and a shield. That's not a huge turn off, but does negotiate the anti range benefit of air.

Ok...this becomes hard to do. Because Athas doesn't have much in the way of metal. But here is an idea!

Nimble Stoneplate.

Heavy Armor that is made out of stone. +8 AC, with +3 Max Dex AC.

Let's assume that your race gives you floating +2/+2. And you rolled these stats:

18/18/15/15/11/7

So you end up with Str (11) Dex (20) Con (20) Int (15) Wis (15) Cha (7)

Now, for armor. Athas doesn't have much in the way of metal, so you can't have a chain shirt. The next best is studded leather. +3AC+5Dex=AC18

Or, with the stoneplate...

+8AC+3Dex=AC21

So even though you can't make full use of your dex, you still end up with higher AC. Infact, you won't match the stoneplate with your dex until you get up to Dex26! So this armor stays relevant for a very long time.

Throw in a heavy wooden shield, and you will be as heavily armored as an Athasian could possibly be.

--------------------------

Alternatively:

Darkwood Nimble Tatami-do Armor with a Darkwood Heavy Shield

+7 AC, with +3 max dex AC, -6 ACP normally
After upgrades...+6 AC, with +5 max dex AC, -1 ACP

Assuming Dex20 (from one of your 18s), you end up with AC24 before feats. You use all of your Dex for AC as well.

And you get to look Athasian, with your full suit of wooden armor.

-------------

Finally, for fluff...

http://www.athas.org/articles/plant-life-of-athas

"Agafari Tree - A tree of the Crescent Forest, agafari wood is extremely hard and is the next best thing to metal. The wood is used to make weapons and shields and is a major trade good of Nibenay. The tree's bark has a bluish tint. At the top of the tree, which can be over 100 feet tall, the boughs spread out in great, sweeping fans. The enormous heart-shaped leaves are the color of turquoise. These large trees can actually be hollowed out without killing the tree."

So if you do go with the wooden armor route, there is a good fluff reason for why your character is covered in wooden armor. Heck, it could go into your character origin stories, if he is from Nibenay.


Other original player here planning on rolling an Aberrant/Psion both psionic classes from dreamscarred press. Focusing on natural weapons for once and some huge two-handed weapon, while also being able to hurl lightning and crush minds with my thoughts.


Background:

Malkaer Illuvinar was once a member of the Silver Hands Tribe of elves. Under the leadership of their chieftain, the tribe had done the unthinkable. It had settled down. They had even gone so far as to build a fortified compound to defend their claim of the Silver Spring Oasis.

Like most elves, Malkaer had the urge within him to run free. And the sedentary life of defending a claim of oasis rankled. As such, he took every possibility to leave the oasis and to run through the deserts. Be it along the trade routes to Tyr and Ulrik, or just out into the wastes, he cared not. So long as he went where his heart demanded.

It was not much of a surprise to his fellows when he failed to return. They assumed that their erstwhile kinsman had either fallen prey to the harsh landscape, the denizens, or a raider, within the desert. Either that, or wandered off. They were, however, wrong.

Deep within the wastes of Athas, Malkaer came across the remnants of a battle. Bleached bones lay in the sun, along with bone and stone weaponry. It was clear that this was once a trading caravan. The worst part though, was not the destruction of life and property. It was the tell-tale signs of defiler magic. The very ground was dead, sucked dry of all life.

The young elf picked his way through the ruins, going unerringly towards it...it was an obsidian stone that hummed with power. He found it within the ribcage of a man, something of value that the victors of the battle had left behind. He wondered if it was because the stone had been inside the individual, and thus they had not seen it when they had looted it?

Eyes filled with avarice and curiosity, Malkaer picked up the stone. And his life changed forever. The stone was actually the remnants of an elemental. Either it was once a powerful cleric who had completed his transformation, or a summoned being from the suffering elemental plains. Whatever it was, it had not come out of the contest with the defiler unharmed.

When Malkaer picked it up, he felt something within him change. In a language that the could not understand, the elemental spoke to him. It bargained, it demanded, it offered. What it wanted was to bind itself to Malkaer's soul, for the two to become one. It would give him all of the power that it could summon. And, with him as it's vessel, it would heal itself the damage done to it, and together, they would grow in power. In addition to that, it had one burning desire. Vengeance. Against the defiler who had so harmed it. Against all defilers, who were murdering the planet and the elemental planes. Malkaer agreed. He and the elemental became one. The obsidian twisted and changed, becoming a blade and a shield.

The elf who left the wastes was not the same one who had entered it. Unerringly, he found himself running towards the city state of Tyr. Why? He knew now. Truly, he didn't care. He was running free, able to explore the world and all it offered. And what did it matter if he was no longer alone, or if he now had a creature bound to his soul with a hatred for all defilers? All it meant was that his life was destined to become much more interesting.

The background above should explain why Malkaer is mythic, and where his black blade came from. As his buckler is going to be a legendary item, it will become part another part of the elemental which is now bound to him.

------------

Also, when is this set? Is it after the Prism Pentad?

If so...

https://rpg.rem.uz/Dungeons%20%26%20Dragons/AD%26D%202nd%20Edition/Dark%20S un/Beyond%20The%20Prism%20Pentad.pdf

We'll need to deal with dangers such as the Tyr Storms, and Tyr's government will be different


5d6 ⇒ (5, 6, 6, 4, 4) = 25 17
5d6 ⇒ (4, 6, 6, 1, 5) = 22 17
5d6 ⇒ (3, 3, 4, 6, 2) = 18 13
5d6 ⇒ (4, 4, 6, 2, 6) = 22 16
5d6 ⇒ (3, 6, 3, 6, 6) = 24 16
5d6 ⇒ (2, 4, 6, 3, 1) = 16 13

That looks rather promising.

I really like DS and this sounds like it could be a lot of fun.

That does bring me to a question though: Would you allow a Ssurran? If so, how would you approach it? I guess the lizardfolk as statted up by paizo is a great start but it doesn't quite hit the mark.


I'm not sure what I want to play but man this looks like fun. I have two questions 1)will you allow a gestalt of a hybrid class and one of it's bases, i.e a brawler and a monk? 2) will you allow the performance feats and if so what's your feeling on the feat performing combatant which allows you to use the performance feats outside performance combat.


I don't remember what we said last time. Do feats and abilities that increase hp, increase your vigor points or your wound points?


Cuan, I think there is a lizardfolk of sorts in the Conversion guide. The Dray I think, I'm partial to reptilian races. Probably change the give lizardfolk a little stat boost, minimum 1d4 bite, a little extra NA and a climb speed instead of swim and you should be good.


@Cuan - ssuran is fine, but you'll have to come up with something, I can work with you on that. I'm not limiting myself to the material in that conversion document, like I said above, I see it as a place to start, not a set of limitations.

@Will Pratt -- yeah that's fine with the class combo. The other thing is fine as well.

1 to 50 of 423 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Recruitment for Legacy of Fire in Dark Sun All Messageboards

Want to post a reply? Sign in.