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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Dark Archive

Further, no craft skills?

(sorry for the flurry of questions, finally getting around to working on crunch tonight... hoping to finish most of it tomorrow night. I'm new to mythic, so I might figure that out later this week)


PaleDim wrote:
The "Alternative Feat Progression Rules for Single Class Characters" (Pathfinder Alpha) guide lists an alternate set of skills (cool), but does not list the psionic skills (namely, Autohypnosis and Knowledge (psionics)). Surely an oversight?

Those are some house rules I found online that I like that I may use to build NPC -- if you want to use the Psionic skills, then use another option.

That's what I understand for the humans, yes.

Add to vigor -- there isn't a hard and fast rule for all of these questions. Gramork researched the question above if you scroll up.

Dark Archive

Sebecloki wrote:
PaleDim wrote:
The "Alternative Feat Progression Rules for Single Class Characters" (Pathfinder Alpha) guide lists an alternate set of skills (cool), but does not list the psionic skills (namely, Autohypnosis and Knowledge (psionics)). Surely an oversight?
Those are some house rules I found online that I like that I may use to build NPC -- if you want to use the Psionic skills, then use another option.

I don't completely understand this response. "Use another option" means substitute different skills (what would they be?), or literally pick a different skills system (shouldn't all of the players pick the same system?)?


Don't use that Alpha document if you want to use the Psionic skills, sorry, I can see why that wasn't clear

Dark Archive

Okay, getting closer. Just need to pick powers and do mythic path.

Character sheet so far is here.


1 person marked this as a favorite.

I'm going to write the first post tomorrow very late when I get home from work.

Just to tease things a bit, one of the innovations I'm introducing is the manner of transport. The caravan is housed aboard Destiny's Chariot a massive rolling platform which supports an entire palace, and is drawn by two immense igaunataurs, beasts of burden even larger than a mekilot.

It is said that House Vordon salvaged the Chariot from the ruins of Kalidnay, and that was once used to serve as the mobile summer palace of the Sorcerer King Kalid-Ma.

House Vordon has returned it from seclusion for the present mission, which seeks to revive an old trading post in the vicinity of the ruins of Kalidnay, near the Last Oasis, for the House hopes that it will revive their recent difficulties experienced in the wake of Kalak's fall.


Meant to get this out sooner. I'll follow up a bit later with some ideas for tying backstories together.

(Offensive)- Araska at this stage is a pretty average unarmed striker focused on Broken Blade maneuvers but will rapidly develop into an unarmed and natural weapon blender. Her primary trick is going to be using a set of maneuvers and feats that give her overrun or bull rush attacks from her unarmed strikes. Which will in turn activate the Vengeance power she will gain at level 5 to perform a full attack with all of her natural attacks as a free action once per turn. With this setup, she will be capable of performing decently large amounts of burst damage in combination with battlefield control and other effects from her maneuvers.

(Defensive)- Defensively Araska is capable of several forms of active counters and will have decent though not spectacular passive defences. Full progression on all three saving throws and an assortment of energy damage and AC boosters combine with Broken Blade counter maneuvers for anti-melee and a series of Elemental Flux and Mystic class abilities for anti-magic powers gives Araska a lot of defensive options.

(Haling)- Non-existant.

(Face)- Araska doesn't have any special ability towards being a face but does have a decent charisma.

(Other Skills)- Araska is a fighter, but through Glyphs provides some pretty amazing and versatile party support.

(Path)- Araska is a champion, not terribly useful beyond obvious numerical bonuses but it fits better than anything else.


Now mostly done (PaleDim)

Left:
- mythic details
- pick languages


Rokan the Ascetic wrote:

Now mostly done (PaleDim)

Left:
- mythic details
- pick languages

In case it wasn’t clear: don’t wait on any of that for the first post though.


Work picked up, so I can't have my character finished for tonight. This weekend it will be totally completed.


Anyone else have any healing? Atm I have Lay on Hands...and won’t get channel until lvl7.


Friends,

I'm participating in an early morning charity walk tomorrow, so I'm going to need to delay the first post until Saturday afternoon to give it the appropriate attention. I have a sense several players are still dealing with last details, so I hope that will be amenable to the group, and look forward to kicking off then.


Malkaer Illuvinar wrote:
Anyone else have any healing? Atm I have Lay on Hands...and won’t get channel until lvl7.

No healing here. What's the makeup of the characters/players that were previously with this game before the "reset"?


Malkaer Illuvinar wrote:
Anyone else have any healing? Atm I have Lay on Hands...and won’t get channel until lvl7.

I have the life sphere. I'm not a primary healer, but I'm not bad.


I can take healing spells from either my cleric or druid list.

Liberty's Edge

No in battle healing, I can help with day to day healing, but that's really it.


I can heal really well, if by heal you mean kill the enemy. If you mean actually restore vigor or wound points, then no I'm useless on that front.


No worries.

As for healing, nope. Nothing.


If anyone took the wild arcana mythic archmage ability any idea what kind of action it is to use? The text says swift, but an FAQ right next to it says standard.


Still working on the first post -- will have it up some time tonight


Okay so I finally finished my character. Probably would have been done sooner if not for my pesky autistic alias template.

I have a couple details to remove, mostly little footnotes, his equipment still has buoyancy listed instead of wait and he has no fluff written down yet including his name.

everything else is up though and I'll be ready to respond to today's post tonight or tomorrow.

Magus/Sorcerer

Unnamed is an eldritch blade (Magus/fighter multiclass archetype) and a cross-blooded sorcerer.

He's dex based and has a decent array of skills. He can serve as a decent scout and face, has an itty bitty amount of healing using infernal healing. He's gonna be able to hit pretty hard. His spell selection is gonna be mostly buffs and some blasting, though his save or sucks spells should have decent DCs.

Not super tanky on his own, but once shield, blur and mirror image start coming into play he should serve as a half decent tank.


First post is up. A couple of notes:

(1). Please write posts in the present tense, not the past -- "Gramork hits" vs. "Gramork hit"

(2). Let me know if there are difficulties/questions. Please try to give me something to work with in your first post, to really introduce your character.


Did we end up being enough players for two tables? Or are just going to play as one bigger group?


I think there was some confusion around that idea -- I was just contemplating there being multiple 'factions', not different game tables.

In any event, I don't think we ended up having so many that that is feasible, so just ignore it.


Hey everyone, the game has begun, if you're interested in playing but still working on a character, there's still time -- just try to get a post in by tomorrow or Tuesday -- I'm trying to start things out slow so there's some time to get people into the game.

I'm now thoroughly confused about who ended up making a character, and what everyone's playing, so I'd also just like to figure out soon who's going to end up participating.


Updated the campaign info, including some maps of Destiny's Chariot so you have some idea of the environment your characters are in.


I just had a last minute change of class, took a further look at the multiclass archetypes.

Will have my first post later on today.


Open up discussion as well?

----

The Party Thus Far

(1) Kuro
- Race: Human
- Class: Ranger/Soul Knife
- Role: Archer
- Mythic Champion

(2)Gaanon
- Race: Half Giant
- Class: Barbarian/Rogue
- Role: Melee
- Mythic Champion

(3) Shizuka
- Race: Human
- Class: ??? (no profile)
- Role: Melee
- Mythic Champion

(4) Memnon
- Race: Human
- Class: Magus/Sorcerer
- Role: Melee/Arcane
- Mythic Champion/Archmage

(5) Rokan
- Race: Human
- Class: Unchained Monk/Egoist
- Role: Melee
- Mythic Overmind

(6) Tkk-Tkk
- Race: Thri-Keen
- Class: Unchained Monk/Warpriest
- Role: Melee/Divine
- Mythic Champion

(7) Malkaer
- Race: Elf
- Class: Paladin/Magus (VMC Cleric)
- Role: Melee
- Mythic Archmage

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

So we have 7 people right now. Upper limit on party size, but should work out.

We have 4 humans, 1 thri-keen, 1 half-giant, 1 elf
We have 5 Champions, 1 Archmage, 1 Overmind (yes, I know we have a dual path. But this is easier)
We have 6 melee, 1 ranged
We have 2 characters capable of healing

Looking over this, melee is going to get crowded, but that's alright. It just means that we'll be more likely to get flanks/not be flanked. And we'll really rely on our archer companion, because as far as I can see, nobody else has any ranged capabilities to speak of.


We have two magi and Teiidae is a cleric/druid. I don't think we have no ranged options. Depending on spell selection ranged shouldn't present too much of a problem.


Ranged attacks? Malkaer can attack somebody 80' away, Rokan can do 2 attacks at 80', Gaanon can get 85', and I can attack twice at 140' (with extra damage if both hit). That's before we touch mythic points/spells/special abilities.

If it's flyers, Gaanon's got a longbow and I've got a sling. As a leatherworker, I can make more slings relatively easy.


TKK-Tkk, f&#~ long bows and slings you're a monk. There is only one way you should be dealing with flyers. You run at them jump through the air and grapple them midair. Once you pin them they fall to the floor. Much cooler than bows.


As mentioned, I'm playing a cleric/druid so I will have alot of long ranged spells.


That’ll make 8, and will be the exact kind of character we need. Great. :)

And this talk does remind me that my character can use a swift action to cast any spell he knows due to Mythic. So worst comes to worst he can throw around some magic missiles.

Liberty's Edge

I am ranged, mostly at least, as long as i can see somebody, i can most likely hit them.

But as the only dedicated ranged character i see you're points.


My sorcerer half is cross blooded so at this level i only know 3 spells, one of which is magic missile. So even without factoring in mythic I have lots of magic missile at my disposal.


Game has begun --we have 9 players right now -- still a few slots if anyone wants to finish up their characters and post in over the next couple of days.


Sorry, Blind Swordsman (Samurai/Oracle VMC Archetype) with Kineticist. I'm running Champion. Also, I'm mildly fast, so I should be able to reach the edges of fray well.


1 person marked this as a favorite.

Just posted my first pass at the overview of the ruins of Kalidnay in campaign info (I'm going to be continuously updating this page with new maps and links etc., so it's worthwhile to keep checking it).

I've been inspired by looking around at some stuff, and I'm planning on running a heavily modified version of the Black Sands module from 2e set in the Kalidnay ruins instead of Yaramuke before we get to Kelmarane.

On the map, the pools are some kind of black viscous substance, purportedly tar or oil, around which the ruins are clustered. Let that seep in...

Ancient Kalidnay is going to have an Indian vibe, which I think is absent from any of the city-states thus far (Urik and Tyr are Mesopotamian, Draj is Aztek, Balic is Greek, Gulg is African, Raam is Arabian (based on the title 'Grand Vizier' for Alabache-Re)).


Gramork wrote:
TKK-Tkk, f#*% long bows and slings you're a monk. There is only one way you should be dealing with flyers. You run at them jump through the air and grapple them midair. Once you pin them they fall to the floor. Much cooler than bows.

That always works up to 16 feet, but does not work at 20' and higher. I only have +27 to jump. So beyond that I have to rely on the sling and deadly aim.


Live dangerously. Hop on my back, and we'll do a 30 foot dash straight up.


Well there is a feat that let's you count as if you had a running start and for every additional 10ft of movement you gain an additional +4 to your jump.


Okay, I think we have the party of 9 that we're going to have for the game, which should be a fun number to do some inter-character interactions and also allow me to throw some truly dreadful beasties at your group (I'm partially inspired by a letter in an old Dragon magazine where a DM talked about running Vault of the Drow for Athasian characters just to see how many dark elf nobles a mul gladiator could take down...).

I'm going to let everyone mill about for a little while longer so you can all absorb who the other characters are and explore your environment a little.

Also, I have a sense there's some who know the setting really well, and some who are new. I'm trying to post codex entries to fill in relevant details. Let me know if there's stuff you need help on and I'll post more Wanderer's Journal bits to try to get everyone up to speed.


Shizuka the Blind wrote:
Live dangerously. Hop on my back, and we'll do a 30 foot dash straight up.

And then, I can jump from there. But I'd need you to ask me to jump you. I'm not the kind of girl who just jumps on anybody.

Ja'far Mahavira wrote:
Well there is a feat that let's you count as if you had a running start and for every additional 10ft of movement you gain an additional +4 to your jump.

I get that as a racial ability. I start with +27 to jump. If I roll a 1 I get 8 ft up, and another 8 ft of reach for a medium character.


I must of missed that.

Liberty's Edge

Well once I can get my animal companion, I'll be riding a dire bat in the air so i can just rain down arrows from the sky, that's the plan at least

And maybe we should move further conversation to the discussion thread, which I believe is now open.


Anyone else want to play? We just had one player drop out.


Is there a way to get the Dark Sun stuff in HeroLab? I'm potentially interested, but don't want to have to build Muls or half-giants or whatever by hand.


The conversion was done by a board member (linked in campaign description), so I doubt it, unfortunately.


Another character has departed from our humble company, any interest in joining anyone? We're currently on the precipice of a great venture in the ruins of Kalidnay.


Interested, what does the party need?

Edit looks like Arcane with the departure of Gramork, I can certainly whip up an Arcane submission I assume Preserver would be the preference maybe with a bit of Barbarian for flavor. Would a Mul or Thri-Kreen work?

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