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

Game Master Sebecloki

Maps and Images:

Battlemaps:

Myceloid Cavern Battlemap

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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Liberty's Edge

Sebecloki wrote:
The hook I'm proposing for both of you is that you're captives that are going to be momentarily freed by the other characters. You were attached to a caravan that got attacked by a morlock party, and are about to be sacrificed to some fire drakes. If that's amenable, I'll flesh out a few more details for you to add in to your back story.

Yep, sounds good. Will have more tomorrow or Friday.

Will do set of rolls to see as well. Neat.


Okay here is some more info on Raam for your characters -- I'm filling in a lot of details with material from Earth cultures, but the core is still there if you compare my version with those in the published setting(s),

First, I don't like the only map I've seen -- I made another one here Map of Raam

Raam is a city of two cultures. The first is a culture that pre-existed the conquest of the sorcerer-queen Abalach-Re with her mounted archers from the northern steppes during the Cleansing Wars. This original population of humans is known as the Desi. They are dark-skinned, and look like the South Indians/Dravidians of Earth. They speak a language called devanagri.

They were ruled, before the coming of the sorcerer-queen, by race of Ogres known as yaksas or rakshasas. The greatest of these was the king Ravana, who is said to have built Raam into a great city.

The Desi culture also includes nagaji, varana, jungle dwarves, and jungle elves, among other races

Abalach-Re conquered the city during the Cleansing Wars with an army of horse archers known as the Temujin who are based on the Mongols. She became the Grand Vizier of the city she renamed Raam. She declared herself to be the earthly representative of Badna/Vishnu, and rewrote the founding legend of the city so that the yaksa king Ravana became a villain, as well as disciple of the god Shiva, who was overthrown by the god king Rama. She claimed to be re-instituting Ramaraja, the rule of Badna/Vishnu, and destroyed the ogres/yaksas.

Abalch-Re instituted the annual performance of the Ram-lila, the story of the Ramayana epic of the god king Rama to reinforce this rewriting of the city's historical and literary record.

The Temujin became the upper class of the city, though the Desi continue to have a necessary function as an educated class of administrators. The Temujin comprise the army. They worship a god named Tangri, who Abalach-Re also claims to be an incarnation of, or the main priestess of.

The Mountain of Assassins which looms over the city once was the home of an order of assassins created by the ogres/yaksas. It was replaced by a new order created by Abalach-Re, though there are rumors the old assassins, the Thugges, still exist and dream of expelling the newcomers, the Hashashin.

Abalach-Re rules from a palace on a hill in the middle of the city known as the Queen's Hill. This is in fact a mound of previous layers of the city.

Among her enforcers are a group of muls known as 'born eunuchs' who guard her harem and serve as spies and enforcers.

Your characters were hired by the Merchant House M'ke to accompany a caravan headed towards Balic. However, midway through the journey, the other members of the caravan revealed themselves as imposters -- they were instead dray, reptilian servants of the forgotten sorcerer king Dregoth. The caravan was merely a ruse to use your characters as offerings to the morlocks who live in the diamond mines in a mountain above the ruins of the ancient City of Kalidnay. They dray gloated that their offering would allow them to pass through the diamond mine, the domain of a mysterious entity known as the Master of the Aerie, in order to enter the ruins of Kalidnay and achieve some great end for Dregoth.


Okay, rolling hit dice to work on Wounds and Vigor.

hit dice: 3d10 ⇒ (5, 8, 10) = 23

no complaints there.


You start at 4th level now, with 2 mythic tiers -- the party went up a level recently

Liberty's Edge

Just a quick update. Still here, been a bit busier than anticipated. Have the crunch preworked, just need to finish backstory/concept, then fine-tune crunch for fluff changes.

Dice rolls just in case I decide I want them.
Stats: 5d6 ⇒ (4, 6, 1, 4, 1) = 16
Stats: 5d6 ⇒ (2, 4, 3, 1, 2) = 12
Stats: 5d6 ⇒ (2, 5, 6, 3, 5) = 21
Stats: 5d6 ⇒ (3, 4, 4, 5, 1) = 17
Stats: 5d6 ⇒ (2, 1, 5, 3, 5) = 16
Stats: 5d6 ⇒ (3, 3, 1, 2, 2) = 11
14, 9, 16, 13, 13,8

I think I shall keep the point buy!
17, 16, 16, 12, 12, 8

I shall probably have several questions about how things will work with wounds/vigor and action economy. Am interested to see how they work out, haven't touched either before.

Hopefully tomorrow.

Liberty's Edge

Mythweavers
Here are a few things not clearly seen on the Mythweavers sheet. Let me know if you have any questions or concerns!

Third Party Options:

1) Warder Class from Path of War
2) Feats: Double Weapon Finesse, Deadly Agility, Weapon Group Adaption
3) Mythic: Path of Genius, Mythic Alchemy (from Mythic Alchemist options)

Mythic Options::

1) Feat: Dual Path
2) Paths: Path of Genius and Guardian
3) Ability Increase: +2 Int
4) Path Abilities: Mythic Alchemy, Adamantine Mind

Background Basic:

-Guard for the tribe, also very smart. Was taught old martial traditions to better protect the town that was passed down by the Elders. (PoW)
-Abandoned post one night, sought civilization to learn. Felt was wasting talent. Came to Tyr(?).
-Wanted to be more than tribalistic, wanted to be worldly.
-Learned while in town, studied alchemy. Became enamored with knowledge. Loved the intrigue of the city.
-Eventually returned to the tribe. Were almost all dead, sickness and the dangers of the desert had killed them.
-Felt responsible. Decided to honor them by pursuing the defense of others. -Looks for any remnants of the tribe as well.
-Became a caravan guard so that he could both become worldly and protect others.

-He is somewhat well known. He has been serving on and off for the past 10 years as a caravan guard, his Mithral armor only makes him stand out more. Good for business. He uses Endure Elements extracts to ignore the suns effects on it normally.

-His mythic nature came from an artifact he made contact with during travel with a Caravan of explorers.

Gear:
His Mithral armor was passed down to him from his tribe. It was a gift to him, generations old, manufactured for maximum agility to be used by the Elves of old. I might add a few alchemical items, nothing too crazy. Maybe a couple hundred GP worth.

Personality:
Fiercely loyal to those he calls friends, wards, or allies.
Independent doesn't like to take orders.
Enjoys all walks of life, whether the wastes or the cities. All have their hidden mysteries to find.
Slavery doesn't go over well with him.

Some Immediate Questions:

1)Does anything add to Wounds besides Con and Toughness?
2)How does the Mythic Hard to Kill ability factor into Vigor/Wounds?
3)Initiating PoW Maneuvers that are normally standard actions. One or two actions to initiate?
4)Is alchemy 2?
5)Anything specific you would like to see from a character? I plan to flesh out background some more and try to put names to things. Feel free to offer suggestions. As I mentioned my knowledge of Darksun is limited.

That's all for tonight, the wonderful world of sleep calls.


All the options are fine.

(1). I think we'd have to look at it on a case by case basis.
(2). I would say use total wounds instead of hitpoints.
(3). 1AP. Standard actions like attacking are 1 AP.
(4). Also a standard action and thus [url]http://paizo.com/paizo/faq/v5748nruor1fn#v5748eaic9na0[/url]
(5). He needs to be clever and ruthless -- Dark Sun is not a gentle world -- the NPCs will basically be jerks.


Friends,

How are we coming on the characters? Do we have an estimated time for their completion?

Liberty's Edge

I'm good. I can submit tomorrow, I have a profile on here half filled out. I mostly just need to flush out my background and do the gritty work of crossreferencing setting material to make it fit.

From there, maybe some fine-tuning with any thoughts you might have, but I'll be good to go besides that.


Hey, I have Taalik at 95%, only lacking gear. I know you said low magic items so I initially selected none, only a couple melee weapons and basic gear. Now I see other people listing mithril armor and that sort which seems out of place for Dark Sun, where characters normally run around with bone and obsidian weapons and getting a metal blade is a milestone. Could you clarify where we should be gearwise?

Also, it would appear that the alternate combat system (3 actions, 1 reaction) makes the benefit of Flurry of Blows (mythic) redundant, so I need to reselect that one power. Will update tonight when I get home from work.


Everyone got a super special magical item before this scene started from the House Vordon reliquary. I'll give you an opportunity soon for a similar boon. Other than that, there's not many magical items. The idea is that they are super rare artifacts with histories. The automatic bonus progression means you don't need the 'standard six'.

So, for your starting character select things that make sense for the character -- they can be expensive, just not magical.

Liberty's Edge

I think I am actually going to bow out. There's a lot of stuff to keep track of and I think, perhaps that, it is a bit more than I have time for at the moment. I apologize, I've enjoyed imagining and envision my character and there's clearly a lot of work going on here on your end.

Thank you for your consideration and time. I hope you all have an absolutely wonderful game and to see you amongst the message board.


Taalik Amun wrote:

Hey, I have Taalik at 95%, only lacking gear. I know you said low magic items so I initially selected none, only a couple melee weapons and basic gear. Now I see other people listing mithril armor and that sort which seems out of place for Dark Sun, where characters normally run around with bone and obsidian weapons and getting a metal blade is a milestone. Could you clarify where we should be gearwise?

Also, it would appear that the alternate combat system (3 actions, 1 reaction) makes the benefit of Flurry of Blows (mythic) redundant, so I need to reselect that one power. Will update tonight when I get home from work.

Are you ready now? I'm pretty close to where I can slot you in to game play...


Sorry, had been waiting for a response from my last PM, had not noticed your post here in the recruitment thread. Yes, Taalik is ready to go, having dropped the Nature Fang archetype in favor of the Purist you recommended (turning him more to a "healer of the land" if you will). Feel free to PM me any storyline tie-ins you'd like me to be prepared for.


Sorry, I thought we'd tied the PM up with the druid options. I'm going to write you in tomorrow. You're the tied up fellow the morlocks are trying to sacrifice. I'll have a long post that gives you all the background -- you're from Raam and there's a bunch of stuff going on there. It will be in a spoiler for you so that you can share what you want with the other characters. They should be descending shortly to save you an negotiate with the intellect devourers.


Sounds good, I will dive right in!


I sent you a PM too, but your first post is up


Hello, Seb messaged me and implied that you might need a cleric?


Hey Sienna, this is Rilkus from the sadly deceased Athasian campaign we were in. Would be great to have you in this one.


I'm happy to discuss the rules and the distinctives of this incarnation of Athas -- I'm blending stuff from multiple editions and Athas.org, and also homebrewing a lot of stuff.


1 person marked this as a favorite.

Oh, hey Rikus and Sienna. I was Darzus the elf psion over there. Already have a diff. character here (was trying multiple dark sun campaigns at the time).


1 person marked this as a favorite.

Yeah, one of my motivations to keep this going is it seems so sad all the Dark Sun games died -- there should be at least one on these boards!

Sienna will need a bit of work rules wise to fit in with the other characters but I have a lot of good story hooks if you're interested in joining.


The level of house rules here is just too intense for me, sorry.

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