Tales of a Dying World: Dragoncat's AD&D DARK SUN Campaign Recruitment Thread


Recruitment

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A harsh, red sun burns overhead.

The wind picks up, blowing a gust of searing air through the endless desert wastes. As the wind blows, a gout of sand is caught up in its wake, flying at breakneck speed and scouring anyone—or anything—unfortunate enough to be in its path. Several grains of sand fly into the eyes of a pair of house-sized grey-scaled lizards, causing them to let out a harsh, grumbling noise and flinch.

The beasts’ handler, a dark-skinned and well-dressed human, wraps a cloth around his mouth and focuses his will on the massive beasts’ minds, instructing them to continue onward through the desert wind. The enormous creatures huff and slowly march onward, towing the giant wooden fortress of a wagon behind them. Soldiers dressed in weather-beaten leathers and bearing swords carved of obsidian move to seek shelter within the wagon-fortress’ interior.

As uncomfortable as the howling wind is, the wagon’s cargo would trade it for their predicament in a heartbeat. Stripped of all but their smallclothes and tied up inside a sweltering and stinking holding cell, the unlucky souls here sit in despair-filled silence, awaiting their fate—to be sold off as slaves to some petty tyrant, to work and sweat and bleed and die.

You are part of this cargo. You’ve been trapped in this slave caravan for what feels like weeks now. Your captors give you barely enough food and water to stave off dehydration and starvation. You have no idea what fate awaits you at your destination, but you are utterly certain that you do not wish to find out.

You must escape.
---------------------------------------------
Hello everyone! I’m looking for a band of plucky PCs to run through a few DARK SUN adventures. I’m planning on running the party through A Little Knowledge first, with a few tweaks of my own made to both it and the system. This game will be run using the 2nd edition AD&D ruleset.

Character Generation rules are as follows:

Method: 4d4+4, six times, arrange as you like.
Character Trees?: It’s DARK SUN, so I fully anticipate them being necessary. However, I am going to relax the alignment requirements for them: your prospective backup characters can be of any alignment.
Starting Level: 3rd, or 3rd-level equivalent for multiclass characters.
Starting HP: Maximum for your class. Roll for them with each subsequent level-up.
Races: Any from the DARK SUN Campaign Setting boxed set.
Classes: Any except Templar. If you wish to use a Kit for your character, run it past me and I’ll decide if it’s alright for use.
Alignments: Any.
Wild Talents: These may be rolled in either the Complete Psionics Handbook or The Will and the Way. I would prefer that The Will and the Way be used, but if you don't have it Complete Psionics will do.
Equipment: None to start with.
Background Requirements: The PCs are going to start as prisoners on a slave caravan, outbound from the highly-regimented and militaristic city-state of Urik. I would like to know how your character ended up on this caravan. Were they an artist who fell out of favour? Were they someone who crossed the wrong templar and couldn’t get away? Were they a gladiator who attempted to escape to freedom? Or were they someone else altogether?

Recruitment will end November 4th, 2019.


Dot dot dot. Planning on a psionicist maybe multi class with fighter. Not sure on race.

Ill get more details later but for now.

Score: 4d4 + 4 ⇒ (3, 3, 4, 1) + 4 = 15
Score: 4d4 + 4 ⇒ (1, 4, 3, 2) + 4 = 14
Score: 4d4 + 4 ⇒ (4, 4, 2, 4) + 4 = 18
Score: 4d4 + 4 ⇒ (1, 1, 4, 2) + 4 = 12
Score: 4d4 + 4 ⇒ (2, 4, 1, 4) + 4 = 15
Score: 4d4 + 4 ⇒ (4, 4, 2, 4) + 4 = 18


Well, THAT'S a stat-spread.

Did you roll for your Wild Talent too?


Lol, it makes up for the last time I rolled stats for one of your games. I wasn't sure if I got a wild talent since I was planning on being a psionicist. Heck I'm not even sure what to roll, my complete psionicist is packed up and I don't have the pdf for the other book yet.


TBH, I was under the impression that even psionicists rolled for wild talents. That's how it was done in the other DARK SUN campaign I'm in.


Stats:

4d4 + 4 ⇒ (1, 2, 3, 3) + 4 = 13
4d4 + 4 ⇒ (3, 4, 1, 2) + 4 = 14
4d4 + 4 ⇒ (2, 1, 1, 4) + 4 = 12
4d4 + 4 ⇒ (3, 4, 2, 1) + 4 = 14
4d4 + 4 ⇒ (1, 3, 3, 4) + 4 = 15
4d4 + 4 ⇒ (4, 1, 1, 4) + 4 = 14

Wild Talent, Will and the Way: 1d100 ⇒ 91
Telepathy: 1d100 ⇒ 11 Awe

13.14.12.14.15.14


Hmm... those stats look a little on the low side.


Indeed, I suppose I can just roll three more for my character tree and pick a better?

Stats pt. deux:

4d4 + 4 ⇒ (4, 1, 2, 1) + 4 = 12
4d4 + 4 ⇒ (4, 1, 1, 3) + 4 = 13
4d4 + 4 ⇒ (4, 1, 3, 3) + 4 = 15
4d4 + 4 ⇒ (1, 1, 2, 4) + 4 = 12
4d4 + 4 ⇒ (1, 2, 2, 3) + 4 = 12
4d4 + 4 ⇒ (3, 3, 2, 4) + 4 = 16
1d100 ⇒ 56
1d100 ⇒ 14
------------------
4d4 + 4 ⇒ (3, 2, 3, 2) + 4 = 14
4d4 + 4 ⇒ (4, 4, 3, 2) + 4 = 17
4d4 + 4 ⇒ (1, 4, 2, 4) + 4 = 15
4d4 + 4 ⇒ (3, 1, 1, 1) + 4 = 10
4d4 + 4 ⇒ (2, 3, 3, 3) + 4 = 15
4d4 + 4 ⇒ (1, 3, 2, 2) + 4 = 12
1d100 ⇒ 82
1d100 ⇒ 92
------------------
4d4 + 4 ⇒ (2, 3, 1, 2) + 4 = 12
4d4 + 4 ⇒ (4, 4, 3, 2) + 4 = 17
4d4 + 4 ⇒ (3, 3, 4, 4) + 4 = 18
4d4 + 4 ⇒ (3, 4, 3, 2) + 4 = 16
4d4 + 4 ⇒ (2, 4, 1, 4) + 4 = 15
4d4 + 4 ⇒ (4, 4, 1, 3) + 4 = 16
1d100 ⇒ 46
1d100 ⇒ 44
------------------
2nd character roll twice telepathy
1d100 ⇒ 62
1d100 ⇒ 27

12.13.12.12.14.16 //biofeedback
15.14.17.9.14.13 //psychic messenger and ESP
14.16.18.15.17.15 //displacement

4th times the charm it seems.


Sure, I'll allow it.


4d4 + 4 ⇒ (2, 1, 1, 2) + 4 = 10
4d4 + 4 ⇒ (4, 3, 4, 2) + 4 = 17
4d4 + 4 ⇒ (2, 3, 4, 2) + 4 = 15
4d4 + 4 ⇒ (1, 1, 4, 3) + 4 = 13
4d4 + 4 ⇒ (1, 1, 2, 2) + 4 = 10
4d4 + 4 ⇒ (2, 1, 3, 4) + 4 = 14

Wild Talent (the Way and the Will method)
Discipline: 1d100 ⇒ 48 - Psychometabolism
Talent: 1d100 ⇒ 39 - Cell Adjustment

Sovereign Court

DM Dragoncat: When you say you allow races from the DARK SUN boxed set, do you mean just the original, or do you include aarakocra and pterrans from the revised set?

Stat: 4d4 + 4 ⇒ (4, 3, 1, 2) + 4 = 14
Stat: 4d4 + 4 ⇒ (1, 3, 4, 1) + 4 = 13
Stat: 4d4 + 4 ⇒ (4, 4, 3, 1) + 4 = 16
Stat: 4d4 + 4 ⇒ (1, 2, 1, 1) + 4 = 9
Stat: 4d4 + 4 ⇒ (1, 4, 2, 2) + 4 = 13
Stat: 4d4 + 4 ⇒ (3, 2, 4, 4) + 4 = 17

Hrm. That 9 is pretty unfortunate, but the rest I can probably work with.

Considering a human psionicist (beastmaster kit from The Will and the Way), so no wild talent.


I mean the original boxed set. No aarakocra or pterrans, sorry.


Oh, there is no way I'm not at least rolling something up...First instinct is a mul gladiator. Probably killed his or her owner or a trainer to end up on the caravan.

Primary Char (mul gladiator):
4d4 + 4 ⇒ (4, 2, 4, 4) + 4 = 18
4d4 + 4 ⇒ (1, 3, 3, 4) + 4 = 15
4d4 + 4 ⇒ (4, 1, 4, 2) + 4 = 15
4d4 + 4 ⇒ (4, 2, 2, 4) + 4 = 16
4d4 + 4 ⇒ (1, 3, 4, 1) + 4 = 13
4d4 + 4 ⇒ (1, 4, 3, 4) + 4 = 16
Discipline: 1d100 ⇒ 19 Psychokinesis
Talent: 1d100 ⇒ 74 Molecular Agitation

Tree Alt 1 (1/2 elf bard maybe):

4d4 + 4 ⇒ (3, 3, 2, 1) + 4 = 13
4d4 + 4 ⇒ (4, 2, 2, 4) + 4 = 16
4d4 + 4 ⇒ (3, 1, 2, 4) + 4 = 14
4d4 + 4 ⇒ (2, 3, 3, 4) + 4 = 16
4d4 + 4 ⇒ (4, 3, 2, 1) + 4 = 14
4d4 + 4 ⇒ (3, 3, 3, 2) + 4 = 15
Discipline: 1d100 ⇒ 13 Clairsentience
Talent: 1d100 ⇒ 54 Know Direction

Tree Alt 2 (not sure yet!):

4d4 + 4 ⇒ (1, 2, 1, 2) + 4 = 10
4d4 + 4 ⇒ (3, 1, 1, 2) + 4 = 11
4d4 + 4 ⇒ (4, 4, 3, 1) + 4 = 16
4d4 + 4 ⇒ (1, 3, 4, 4) + 4 = 16
4d4 + 4 ⇒ (3, 2, 4, 2) + 4 = 15
4d4 + 4 ⇒ (2, 1, 4, 3) + 4 = 14
Discipline: 1d100 ⇒ 79 Telepathy
Talent: 1d100 ⇒ 83 Suppress Fear

Tree Alt 3 (not sure yet!):

4d4 + 4 ⇒ (4, 4, 3, 1) + 4 = 16
4d4 + 4 ⇒ (2, 4, 2, 2) + 4 = 14
4d4 + 4 ⇒ (4, 2, 3, 1) + 4 = 14
4d4 + 4 ⇒ (1, 2, 2, 3) + 4 = 12
4d4 + 4 ⇒ (1, 3, 4, 4) + 4 = 16
4d4 + 4 ⇒ (3, 3, 1, 3) + 4 = 14
Discipline: 1d100 ⇒ 56 Psychometabolism
Talent: 1d100 ⇒ 85 Spider Touch

Similar to the race question above, is the trader class open? Looking to put together a submission with some stuff in DS I haven't ever gotten to do but always wanted to try out...


Trader class is open, yes. :)


Gladitorial Slave is the only possible kit that would work for the primary. It would fit the concept brewing in my head. I will sleep on the rest a few days (and update some neglected games) before posting an outline.


Would you allow the Free-wanderer thief kit from Elves of Athas (pg 90)? I had the mechanics down (in dickie's game, heya dickie) and would like to focus on really getting into the setting.


That kit would be allowed. The question of your equipment would have to be addressed, though.


You mean sticking to the 'travel light' philosophy throughout the game? I'm ok with that. :)


I mean your starting gear. The opening of this first adventure does start with the party as cargo in a slave caravan, so you wouldn't get the bonus gear that free-wanderers normally start with.


Ah, I see what you mean. That certainly does stink to miss out on the tribal sword and thieves tools, but no biggie I guess.

2nd and 3rd hp: 2d6 ⇒ (4, 6) = 10

I suppose I should ask how you handle backstabs? Can I get one if I succeed on a move silent check or how do you allow it? Any weapon type requirements?


Okay I am interested....I have been dying to play in a Dark Sun campaign since it came out...I will have to see if I can find my books..,

But here are the stats...

Score1:: 4d4 + 4 ⇒ (3, 1, 3, 2) + 4 = 13
Score2:: 4d4 + 4 ⇒ (2, 4, 2, 4) + 4 = 16
Score3:: 4d4 + 4 ⇒ (1, 1, 2, 2) + 4 = 10
Score4:: 4d4 + 4 ⇒ (4, 3, 1, 4) + 4 = 16
Score5:: 4d4 + 4 ⇒ (1, 1, 2, 1) + 4 = 9
Score6:: 4d4 + 4 ⇒ (1, 4, 4, 4) + 4 = 17


Wild Discipline: 1d100 ⇒ 79
Telepathy: 1d100 ⇒ 98
Telepathy Roll again: 1d100 ⇒ 18

2nd Wild Discipline: 1d100 ⇒ 36
Psychometabolism: 1d100 ⇒ 22

Looks like Daydream, Mindlink, Contact, and Body Equilibrium


I've got a rough character sheet done. I think I have everything I need, although this is the first time I've ever done 2nd Ed or Dark Suns - please feel free to point out any mistakes I've made.

I'll read more into the world and come up with a full backstory tonight, and come up with some additional characters for when he dies.

Crow Irontouched - Half-Giant Gladiator:

Crow Irontouched

Half-Giant Gladiator 3
Good (Neutral)
Initiative; +3

--------------------
Defense
--------------------

Armour Class 9
10 -1(Dex)
hp 69 HP
Vs Paralysis, Poison & Death Magic 13
Rod,Staff or Wand 15
Petrification & Polymorph 14
Breath Weapon 16
Spell 16

--------------------
Offence
--------------------

THAC0 18
Melee
[b[Ranged[/b]

--------------------
Statistics
--------------------

Str 19 (+3 to Hit - +7 Damage - Max Weight 485 - Bend Bars 50%)
Dex 15 (Defense -1)
Con 17 (Bonus HP +3 - System Shock 97% - Res Survival 98%)
Int 8
Wis 8
Cha 12 (Max Number of Henchman - 5)

--------------------
Proficiency
--------------------

Weapons Known All
Slots 5 (4 used)
Weapon Specialization Two-Handed Sword, Bastard Sword

Non-Weapon Proficiency
Slots 4
Blind Fight (2 slots) - Take only -2 when fighting in darkness, or -1 in starlight, halves movement penalties and -2 when fighting invisible enemies.
Armour Optimization (Dex) (1 slot) - On a successful check at the start of combat get -1 to armour. Save is Dex -2
Heat Protection (int) (1 Slot) - On a successful check the character needs only half as much water.

Languages Common

--------------------
Psionics
--------------------

Wild Talents - Cell Adjustment
Power Score - Con -2
PSP Cost - 5
Effect - Heal any non-magical diseases. On the roll of a 1 it succeeds but costs twice as many PSP. Each round thereafter it can be maintained to heal 1 hp per 5 PSP spent (max 20 PSP).
If the Power Score is reached it heals all disease or 10hp.
Power Points 33

Appearance:
Named for the gleaming, black eyes of a Crow, Crow is not a pretty person. Perhaps with his genetics that’s not a shock, but he is also not a completely hideous creature. His features are a little too strong - a heavy brow, a large and slightly crooked nose, a jutting chin - but Crow does not look like he’s about to try and eat your family, either. His dark eyes glisten with humour but little in the way of wits.

Crow himself is a massive mound of a man, towering over most humanoids at well in excess of eleven feet tall. His shoulders are massively broad and his arms and legs are thick with huge muscles. Despite his massive height his pure bulk gives him an appearance of being nearly squat.

Although he has a preference for his tailor to be a blacksmith, when not wearing armour Crow dresses in looser fitting garments that often display his impressive physique. His voice is deep and rich, surprisingly pleasant and smooth for one so massive, and he tends to smell much like any many who wears armour in the desert - a desperate scent of soap losing a battle against sweat, blood and grime.


@mishima: I think I'll handle backstabs the way they're handled in the Player's Handbook: successful Move Silently roll and a successful To Hit roll.


stats: 4d4 + 4 ⇒ (2, 2, 4, 3) + 4 = 15
stats: 4d4 + 4 ⇒ (3, 3, 2, 2) + 4 = 14
stats: 4d4 + 4 ⇒ (4, 1, 2, 1) + 4 = 12
stats: 4d4 + 4 ⇒ (2, 3, 2, 1) + 4 = 12
stats: 4d4 + 4 ⇒ (4, 3, 2, 3) + 4 = 16
stats: 4d4 + 4 ⇒ (4, 2, 4, 2) + 4 = 16

Char2
stats: 4d4 + 4 ⇒ (1, 2, 2, 2) + 4 = 11
stats: 4d4 + 4 ⇒ (3, 1, 3, 4) + 4 = 15
stats: 4d4 + 4 ⇒ (1, 4, 4, 4) + 4 = 17
stats: 4d4 + 4 ⇒ (2, 1, 1, 2) + 4 = 10
stats: 4d4 + 4 ⇒ (1, 3, 2, 2) + 4 = 12
stats: 4d4 + 4 ⇒ (3, 1, 1, 3) + 4 = 12

Char3
stats: 4d4 + 4 ⇒ (3, 2, 4, 4) + 4 = 17
stats: 4d4 + 4 ⇒ (1, 2, 3, 4) + 4 = 14
stats: 4d4 + 4 ⇒ (4, 2, 4, 3) + 4 = 17
stats: 4d4 + 4 ⇒ (4, 4, 4, 2) + 4 = 18
stats: 4d4 + 4 ⇒ (4, 4, 3, 4) + 4 = 19
stats: 4d4 + 4 ⇒ (4, 3, 1, 3) + 4 = 15

Char 4
stats: 4d4 + 4 ⇒ (2, 2, 2, 1) + 4 = 11
stats: 4d4 + 4 ⇒ (3, 1, 2, 1) + 4 = 11
stats: 4d4 + 4 ⇒ (2, 4, 4, 3) + 4 = 17
stats: 4d4 + 4 ⇒ (4, 4, 2, 3) + 4 = 17
stats: 4d4 + 4 ⇒ (2, 2, 2, 2) + 4 = 12
stats: 4d4 + 4 ⇒ (4, 3, 4, 4) + 4 = 19

3 & 4 are great...

Very interested in playing in Dark sun


Glad to hear it. :)

Don't forget to roll for your wild talents.

Liberty's Edge

Ok..I have loved the setting, read the books, and played the goldbox game, but have never Rp'ed in the setting, so this will be new to me.

Rolls:

Rolls One
4d4 + 4 ⇒ (2, 3, 2, 4) + 4 = 15
4d4 + 4 ⇒ (4, 4, 2, 2) + 4 = 16
4d4 + 4 ⇒ (3, 2, 4, 2) + 4 = 15
4d4 + 4 ⇒ (3, 3, 2, 2) + 4 = 14
4d4 + 4 ⇒ (2, 2, 3, 2) + 4 = 13
4d4 + 4 ⇒ (4, 1, 1, 3) + 4 = 13

Rolls Two
4d4 + 4 ⇒ (3, 4, 4, 2) + 4 = 17
4d4 + 4 ⇒ (2, 4, 3, 3) + 4 = 16
4d4 + 4 ⇒ (3, 4, 1, 4) + 4 = 16
4d4 + 4 ⇒ (4, 4, 2, 4) + 4 = 18
4d4 + 4 ⇒ (2, 3, 3, 2) + 4 = 14
4d4 + 4 ⇒ (1, 4, 4, 2) + 4 = 15

Rolls Three
4d4 + 4 ⇒ (4, 3, 3, 3) + 4 = 17
4d4 + 4 ⇒ (4, 4, 3, 1) + 4 = 16
4d4 + 4 ⇒ (4, 1, 3, 1) + 4 = 13
4d4 + 4 ⇒ (2, 1, 3, 2) + 4 = 12
4d4 + 4 ⇒ (3, 1, 3, 1) + 4 = 12
4d4 + 4 ⇒ (4, 2, 2, 2) + 4 = 14

Rolls Four
4d4 + 4 ⇒ (3, 1, 3, 4) + 4 = 15
4d4 + 4 ⇒ (2, 4, 3, 3) + 4 = 16
4d4 + 4 ⇒ (3, 2, 1, 3) + 4 = 13
4d4 + 4 ⇒ (4, 3, 3, 3) + 4 = 17
4d4 + 4 ⇒ (4, 2, 2, 2) + 4 = 14
4d4 + 4 ⇒ (4, 3, 2, 1) + 4 = 14

Roll set Two looks like the best set. I was thinking of a halfling character if allowed. Perhaps a ranger or druid...or something like that...?


Halflings are allowed. Just be sure to keep in mind that they don't automatically speak Common.

Sovereign Court

Might as well roll the rest of the tree.

Character Tree:

#2
Stat: 4d4 + 4 ⇒ (4, 1, 3, 4) + 4 = 16
Stat: 4d4 + 4 ⇒ (2, 2, 2, 4) + 4 = 14
Stat: 4d4 + 4 ⇒ (1, 1, 2, 1) + 4 = 9
Stat: 4d4 + 4 ⇒ (1, 2, 4, 1) + 4 = 12
Stat: 4d4 + 4 ⇒ (2, 4, 4, 1) + 4 = 15
Stat: 4d4 + 4 ⇒ (1, 3, 2, 4) + 4 = 14

#3
Stat: 4d4 + 4 ⇒ (2, 1, 3, 4) + 4 = 14
Stat: 4d4 + 4 ⇒ (2, 2, 1, 4) + 4 = 13
Stat: 4d4 + 4 ⇒ (2, 3, 4, 2) + 4 = 15
Stat: 4d4 + 4 ⇒ (3, 1, 2, 3) + 4 = 13
Stat: 4d4 + 4 ⇒ (2, 4, 1, 2) + 4 = 13
Stat: 4d4 + 4 ⇒ (3, 3, 1, 4) + 4 = 15

#4
Stat: 4d4 + 4 ⇒ (3, 4, 1, 4) + 4 = 16
Stat: 4d4 + 4 ⇒ (1, 4, 3, 4) + 4 = 16
Stat: 4d4 + 4 ⇒ (1, 1, 3, 4) + 4 = 13
Stat: 4d4 + 4 ⇒ (3, 4, 2, 1) + 4 = 14
Stat: 4d4 + 4 ⇒ (3, 3, 4, 2) + 4 = 16
Stat: 4d4 + 4 ⇒ (4, 2, 4, 3) + 4 = 17

Given these... mediocre arrays for DARK SUN (#2 and #3 are literally below average), excepting the last one, I think I'll build:

(#1) Dwarf thief (bounty hunter kit) - wild talent: Wild talent discipline: 1d100 ⇒ 42; Wild talent: 1d100 ⇒ 30
Cause decay.

(#2) I dunno, these stats are actually below average (average for 4d4+4 being a 14; 9 is notably bad under your dice system) - I guess halfling illusionist with an 8 Constitution after modifiers. Hopefully he can get killed quickly. Wild talent discipline: 1d100 ⇒ 78; Wild talent: 1d100 ⇒ 15
Conceal thoughts.

(#3) Another below average set (by one point); not really decent at anything. If you can't do anything well, do everything mediocre! Thri-kreen ranger/psionicist.

(#4) Might as well use this for my human psionicist (beastmaster) idea.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Also, not to be a pain, but... are you sure you have the time to run this game? Your other game's been... erratic.

Additional note: Psionicists normally don't roll a wild talent. (See the Tribal Psionicist kit in The Will and the Way - their special ability is that they get a wild talent even though they are psionicists.)


I believe I do have the time to run this. Not for two tables at once, but I feel that my workload is more manageable now.

Thank you for your concern, though. I'll strive to be more consistent with my posting rates.


Crunch is all set I think, story and personality will have to wait until I have some more free time this weekend.

Character Sheet:

NE elf thief (free-wanderer)
16.20.15.16.14.14

hp 19/19
ac 6 (unarmored)
sv 13.14.12.16.15 (-4 dodgeable)
xp 2500

Languages:
Elven, Common

Thief Skills:
pp.ol.ft.ms.hs.dn.cw.rl (with unarmored modifiers)
55.50.50.85.55.49.70.00

Proficiencies:
weapon: longbow, dagger
nonweapon: survival(sandy wastes)**, common*, rope use*, tumbling*, jumping*, appraising*, blindfight**, tightrope*

Attacks:
thac0 = 19, backstab -4 bonus (and negate dex/shield to enemy AC)

Wild Talent:
psp 18/18; displacement, con-3 for 2 ac (6 then 3 maintain)

Equipment:
--

Sovereign Court

Ah, I'm out, I'm not interested in playing in an evil party.


Alrighty, for those of you interested in playing Evil-aligned characters--while I'm not opposed to their existence on principle, I do require that you play nice with the rest of the group.

I'm not a fan of PvP or players deliberately screwing each other over, and I'm a bit concerned about such behaviour coming up in game.


Goes without saying. Would never pvp or screw party over regardless of alignment. NE is just the default thing I think of when I think of thieves and mercs.


Tree Character 1:
Score: 4d4 + 4 ⇒ (2, 3, 3, 2) + 4 = 14
Score: 4d4 + 4 ⇒ (1, 3, 2, 2) + 4 = 12
Score: 4d4 + 4 ⇒ (4, 1, 3, 1) + 4 = 13
Score: 4d4 + 4 ⇒ (2, 3, 3, 3) + 4 = 15
Score: 4d4 + 4 ⇒ (1, 4, 1, 1) + 4 = 11
Score: 4d4 + 4 ⇒ (2, 4, 1, 3) + 4 = 14

Discipline: 1d100 ⇒ 25 Psychokinesis
Devotion: 1d100 ⇒ 9 Animate Shadow

Tree Character 2:
Score: 4d4 + 4 ⇒ (1, 2, 3, 1) + 4 = 11
Score: 4d4 + 4 ⇒ (1, 1, 4, 1) + 4 = 11
Score: 4d4 + 4 ⇒ (3, 3, 3, 1) + 4 = 14
Score: 4d4 + 4 ⇒ (3, 3, 2, 1) + 4 = 13
Score: 4d4 + 4 ⇒ (1, 3, 1, 4) + 4 = 13
Score: 4d4 + 4 ⇒ (2, 1, 3, 1) + 4 = 11

Discipline: 1d100 ⇒ 56 Psychometabolism
Devotion: 1d100 ⇒ 97 Roll again + additional power
Roll again: 1d100 ⇒ 30 Cause Decay

2nd Discipline: 1d100 ⇒ 48 Psychometabolism
2nd Devotion: 1d100 ⇒ 47 Double Pain

Tree Character 3:
Score: 4d4 + 4 ⇒ (2, 3, 3, 1) + 4 = 13
Score: 4d4 + 4 ⇒ (1, 1, 3, 3) + 4 = 12
Score: 4d4 + 4 ⇒ (4, 2, 1, 4) + 4 = 15
Score: 4d4 + 4 ⇒ (2, 3, 3, 1) + 4 = 13
Score: 4d4 + 4 ⇒ (2, 2, 2, 2) + 4 = 12
Score: 4d4 + 4 ⇒ (3, 2, 4, 1) + 4 = 14

Discipline: 1d100 ⇒ 21 Psychokinesis
Devotion: 1d100 ⇒ 47 Know Location

Now those are the stat rolls I know and love


Can I reduce one of my 18s on my first roll to 17?


If you'd like.


Alright--a list of people who have applied for this game!

Delmoth
Dickie
Selene Spires
JonGarett
mishima
Daniel Stewart

Looks like enough for a six-strong party: D&D classic number. :)


How does a Thri-Kreen's claws and bite attacks fit with cleric weapon restrictions?


Delmoth: Cleric weapon restrictions are markedly different in DARK SUN. It depends on what elemental sphere they choose to worship.

Air clerics are restricted to missile weapons and spears because they can be launched through the air.

Fire clerics are restricted to flaming or obsidian weapons because they both involve fire.

Water clerics are restricted to weapons made of organic material: namely, that of wood or bone.

Thri-kreen claws and bite, I feel, would always be available to thri-kreen characters regardless of cleric weapon restrictions.


Fighter post-racial str bump: 1d4 ⇒ 2
Starting age: 15 + 1d6 ⇒ 15 + (1) = 16
Height: 66 + 2d6 ⇒ 66 + (4, 1) = 71
Weight: 220 + 5d20 ⇒ 220 + (4, 16, 5, 8, 13) = 266

It only matters for wrapping up the mul gladiator really, but weapon profs from Combat and Tactics? Yay or nay?

Alt A is probably a half-elf bard who got in trouble searching for her missing brother. Streetwise and self-taught.

Alt B might be a dwarf earth priest type, while C might be a human trader with mad face-skills.


dickie: If you're referring to weapon style proficiencies, then I'll allow them.

If you're referring to weapon mastery, I'll allow that too.


Yes, those, sorry, still very out of it, lol. Some of the styles and 'feats' could be a better use than specializing when I don't know what sort of weapons I might find...


Delmoth here. I have a thri-kreen Ranger/Fire Cleric/Psionicist almost stated out. I have to select proficiencies, powers, and spells yet.

Dragoncat wrote:
Thri-kreen claws and bite, I feel, would always be available to thri-kreen characters regardless of cleric weapon restrictions.

Ok good, when I was reading the cleric descriptions it was sounding like I could only make a case for water and maybe earth clerics to use her natural weapons.


Tree Character Rolls:

Character 1
4d4 + 4 ⇒ (4, 4, 4, 3) + 4 = 19
4d4 + 4 ⇒ (2, 3, 3, 3) + 4 = 15
4d4 + 4 ⇒ (4, 3, 3, 4) + 4 = 18
4d4 + 4 ⇒ (1, 2, 2, 4) + 4 = 13
4d4 + 4 ⇒ (4, 4, 3, 4) + 4 = 19
4d4 + 4 ⇒ (2, 3, 2, 2) + 4 = 13
Wild Talent (Discipline): 1d100 ⇒ 5 - Clairsentience
Talent: 1d100 ⇒ 78 - Spirit Sense

Character 2
4d4 + 4 ⇒ (4, 2, 1, 1) + 4 = 12
4d4 + 4 ⇒ (2, 1, 1, 1) + 4 = 9
4d4 + 4 ⇒ (1, 1, 2, 1) + 4 = 9
4d4 + 4 ⇒ (2, 2, 2, 3) + 4 = 13
4d4 + 4 ⇒ (3, 3, 4, 1) + 4 = 15
4d4 + 4 ⇒ (4, 1, 2, 1) + 4 = 12
Wild Talent (Discipline): 1d100 ⇒ 91 - Telepathy
Talent: 1d100 ⇒ 68 - Send Thoughts

Character 3
4d4 + 4 ⇒ (1, 2, 2, 1) + 4 = 10
4d4 + 4 ⇒ (1, 4, 2, 1) + 4 = 12
4d4 + 4 ⇒ (2, 4, 1, 4) + 4 = 15
4d4 + 4 ⇒ (1, 2, 3, 1) + 4 = 11
4d4 + 4 ⇒ (1, 2, 3, 4) + 4 = 14
4d4 + 4 ⇒ (1, 1, 3, 3) + 4 = 12
Wild Talent (Discipline): 1d100 ⇒ 18 - Psykokinesis
Talent: 1d100 ⇒ 93 - Roll Twice
Talent 1: 1d100 ⇒ 10 - Animate Shadow
Wild Talent (Discipline) 2: 1d100 ⇒ 9 - Clairsentience
Talent 2: 1d100 ⇒ 43 - Know Course.


Man, Dark Sun is so awesome. Just reread the boxed setting guide and elves of athas. Curious what others are doing for backgrounds or how they became slaves.

I was thinking that my character stole spell components from a defiler. As a Twilightcatcher of the Sky Singers, the intent was to resell at a major elven (black) market...like perhaps the ring around Balic. The defiler wanted me killed, but since my clan knew the defiler's identity they had some leverage and I was able to get off with just slavery.


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Ick-tk-chk-ka was trained in the shamanic arts and possessed powerful mental abilities, she was being groomed to take over leadership of her tribe. When she reached adulthood she was sent out on a solo hunt as a rite of passage. Unfortunately a large elven camp came through her tribe's territory and after a bloody battle the thri-kreen were destroyed, all except Ick-tk-chk-ka. After surviving on her own for several weeks she was surrounded by slavers and subdued. Not understanding entirely understanding why she's been captured and not killed she bides her time for an opportunity.


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"Every day. Every single day, they say even when I was a a baby, he would tell me, 'You exist only to fight, Khar. To fight for me, your owner and master. You will spill blood and make me a very wealthy man. Or you will be fed to my inix.' I yearned for his approval. I knew nothing else. That my master needed me...it was a wonderful thought, I had purpose. Then he told me I was sold to another master. I felt a pain in my heart and I wanted him to hurt as I hurt. So I hit him with a rock in the head. I don't know why the Templars didn't execute me. They sent me here."

I see Khar as very conflicted, confused, and suffering from a sort of Stockholm Syndrome.

The Exchange

I'll be using this alias. Might still change a few NWP but otherwise all set.

Scarab Sages

WOW, okay! What an opportunity! Finally my DARK SUN boxed set might be useful for something more than just looking at.

Score: 4d4 + 4 ⇒ (4, 4, 2, 2) + 4 = 16
Score: 4d4 + 4 ⇒ (2, 4, 3, 4) + 4 = 17
Score: 4d4 + 4 ⇒ (1, 1, 1, 1) + 4 = 8
Score: 4d4 + 4 ⇒ (2, 1, 1, 3) + 4 = 11
Score: 4d4 + 4 ⇒ (3, 4, 4, 2) + 4 = 17
Score: 4d4 + 4 ⇒ (4, 3, 3, 4) + 4 = 18

Where can I find the Wild Talents table(s)?

I'd either be a straight Psionicist (are you willing to disregard the 2nd-Edition alignment restriction, which I think was ill-advised?) or a Bard...or maybe a Preserver Wizard.

Are there any Psionicist or Bard Kits available? What Wizard kits might be available?

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