Intrigue Under a Dark Sun -- Dark Sun Recruitment (PF1e)


Recruitment

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In the town of Nibenay, noble houses vie to get power. They hope to curry favor with their Sorcerer King. In this adventure, you play a noble. One of the nobles of the noble houses of Nibenay. You may find yourselves embroiled with Gulg, of course, a rival city state. You are in a great game, trying to curry favor with your Sorcerer King and playing games of intrigue under a dark sun.

Inspiration
This game is loosely based on Frank Herbert's Dune and Robert Jordan's Wheel of Time series. After all, if Dune were a fantasy, it would be Dark Sun. Also I decided on a theme, noble houses in Nibenay trying to one up on each other.

The Game
You are part of a noble house. You may choose any of the PC classes from the Core Rulebook, you may also pick a class from Ultimate Psionics. Just remember, Paladins are considered to be Templars. You are playing in a great game of houses, so Knowledge: Nobility and Royalty would be an important skill here. Can you gather enough supporters to dispose your Sorcerer King? Can you gather a small army and march upon Gulg?

What you'll need
-- Pathfinder Core Rulebook, 1st Edition.
-- Ultimate Psionics for your wild talent feat.
-- Hyperconscious by Bruce R. Cordell. There are feats in that book that allows you to start with a minor psionic power. Hyperconscious is still available on Drivethru.
-- Dark Sun Expanded and Revised Edition or the original Dark Sun Campaign Setting. This is to give you background information. I prefer the Expanded and Revised setting. Both are available on Drivethru.
-- The Ivory Triangle setting book for Dark Sun. It's 2e.

Races (species) allowed
Core Races
* Human
* Elf
* Dwarf
* Halfling
* Half-Elf
Dark Sun races
* Half-Giant (Recounted in Ultimate Psionics)
* Thri-Kreen (Found in the Expanded Psionics Handbook)
* Pterran (use Lizard Folk stats.)
* Arracroka (Use Tengu stats)
* Mul (has to be rebuilt)

Classes Allowed
* Bard (Bards usually go into the Assassin prestige Class)
* Barbarian (the cannibalistic halflings are usually of this class.)
* Cleric (Elemental domains and subdomains are the only ones available. There are no gods worshiped in your part of Athas)
* Druid (No changes mechanically to this class)
* Fighter (Gladiators are lumped in this class, usually as an archetype)
* Monk (You may use the Martial Arts Handbook to help with this class)
* Paladin (as said before, Paladins are considered to be Templars)
* Ranger
* Rogue
* Sorcerer (A sorcerer may either preserve or defile)
* Wizard (A wizard may either preserve or defile)
Ultimate Psionics classes
* Psion
* Psychic Warrior
* Soulknife
* Wilder

Character Creation details
* 3rd level
* roll 5d4 six times to determine your ability scores.
* 3 traits -- 1 drawback
* 3rd level starting funds
* Full hit points at 3rd level, then average then on.
* You have access to class archetypes from other books.
* We will use the concept of character trees. So create 3 characters.
* We will use background skills from Unchained.

Other Considerations
Alignment. Athas is an unforgiving place. You may choose any alignment that will suit your characters. Even evil alignments are allowed.
Advanced Beings. It's possible to become an advanced being in Dark Sun. Wizards and Sorcerers may become either Avangions or Dragons. Clerics may become Elementals. And Druids may become Spirits of the Land. However, this game will not go into epic levels. Unless you think that would be a good idea and convince me otherwise.
Pathfinder Unchained. This book has unchained versions of the Monk and Rogue (and also the summoner). If you rather submit an unchained character, we can talk about it.
Feats. No, we won't use Elephant in the Room feat rules. I want this to remain core.


I’m definitely interested. Do we use the same rolls for all three characters we create, or should we roll three sets of stats?

I’ll start with one, and roll the others later if need be.

5d4 ⇒ (1, 3, 2, 1, 4) = 11
5d4 ⇒ (1, 3, 2, 4, 1) = 11
5d4 ⇒ (1, 1, 3, 4, 2) = 11
5d4 ⇒ (3, 3, 4, 2, 3) = 15
5d4 ⇒ (3, 1, 2, 4, 1) = 11
5d4 ⇒ (2, 4, 4, 1, 1) = 12

That’s…remarkably average.


Ouachitonian wrote:

I’m definitely interested. Do we use the same rolls for all three characters we create, or should we roll three sets of stats?

I’ll start with one, and roll the others later if need be.

5d4 ⇒ (1, 3, 2, 1, 4) = 11
5d4 ⇒ (1, 3, 2, 4, 1) = 11
5d4 ⇒ (1, 1, 3, 4, 2) = 11
5d4 ⇒ (3, 3, 4, 2, 3) = 15
5d4 ⇒ (3, 1, 2, 4, 1) = 11
5d4 ⇒ (2, 4, 4, 1, 1) = 12

That’s…remarkably average.

Looks like the Law of Averages strikes again! You may roll for all three characters, yeah. You can choose the best of the three rolls for your main character.

Thanks for your interest!


Ok, more rolls coming right up:

5d4 ⇒ (3, 2, 2, 1, 1) = 9
5d4 ⇒ (3, 2, 4, 4, 1) = 14
5d4 ⇒ (3, 1, 2, 2, 4) = 12
5d4 ⇒ (1, 3, 4, 1, 4) = 13
5d4 ⇒ (2, 4, 1, 1, 1) = 9
5d4 ⇒ (3, 4, 1, 3, 3) = 14

5d4 ⇒ (1, 1, 1, 4, 2) = 9
5d4 ⇒ (2, 2, 3, 4, 3) = 14
5d4 ⇒ (4, 1, 4, 3, 2) = 14
5d4 ⇒ (1, 1, 1, 4, 4) = 11
5d4 ⇒ (1, 4, 4, 2, 1) = 12
5d4 ⇒ (2, 2, 2, 2, 3) = 11

Well, those are a bit more varied. Nothing terribly high, but I suppose that’s appropriate for Dark Sun.

To clarify the character tree thing, how will that work exactly? I was thinking we’d just create three on the assumption that Dark Sun is really deadly and probably only one would survive. But is it more of 1 primary and his two sidekicks?


Ouachitonian wrote:

Ok, more rolls coming right up:

5d4 ⇒ (3, 2, 2, 1, 1) = 9
5d4 ⇒ (3, 2, 4, 4, 1) = 14
5d4 ⇒ (3, 1, 2, 2, 4) = 12
5d4 ⇒ (1, 3, 4, 1, 4) = 13
5d4 ⇒ (2, 4, 1, 1, 1) = 9
5d4 ⇒ (3, 4, 1, 3, 3) = 14

5d4 ⇒ (1, 1, 1, 4, 2) = 9
5d4 ⇒ (2, 2, 3, 4, 3) = 14
5d4 ⇒ (4, 1, 4, 3, 2) = 14
5d4 ⇒ (1, 1, 1, 4, 4) = 11
5d4 ⇒ (1, 4, 4, 2, 1) = 12
5d4 ⇒ (2, 2, 2, 2, 3) = 11
Well, those are a bit more varied. Nothing terribly high, but I suppose that’s appropriate for Dark Sun.

To clarify the character tree thing, how will that work exactly? I was thinking we’d just create three on the assumption that Dark Sun is really deadly and probably only one would survive. But is it more of 1 primary and his two sidekicks?

Yeah, your thought is right, Dark Sun is really deadly and only one would survive. But it is more of 1 primary and his two sidekicks. Have you played Ars Magica at all?


Not really no. I have done something similar in Dungeon Crawl Classics, though, if you know that system.


Ouachitonian wrote:
Not really no. I have done something similar in Dungeon Crawl Classics, though, if you know that system.

Not really familiar about DCC.


EltonJ wrote:
Ouachitonian wrote:

Ok, more rolls coming right up:

5d4 ⇒ (3, 2, 2, 1, 1) = 9
5d4 ⇒ (3, 2, 4, 4, 1) = 14
5d4 ⇒ (3, 1, 2, 2, 4) = 12
5d4 ⇒ (1, 3, 4, 1, 4) = 13
5d4 ⇒ (2, 4, 1, 1, 1) = 9
5d4 ⇒ (3, 4, 1, 3, 3) = 14

5d4 ⇒ (1, 1, 1, 4, 2) = 9
5d4 ⇒ (2, 2, 3, 4, 3) = 14
5d4 ⇒ (4, 1, 4, 3, 2) = 14
5d4 ⇒ (1, 1, 1, 4, 4) = 11
5d4 ⇒ (1, 4, 4, 2, 1) = 12
5d4 ⇒ (2, 2, 2, 2, 3) = 11
Well, those are a bit more varied. Nothing terribly high, but I suppose that’s appropriate for Dark Sun.

To clarify the character tree thing, how will that work exactly? I was thinking we’d just create three on the assumption that Dark Sun is really deadly and probably only one would survive. But is it more of 1 primary and his two sidekicks?

Yeah, your thought is right, Dark Sun is really deadly and only one would survive. But it is more of 1 primary and his two sidekicks. Have you played Ars Magica at all?

Ars Magica - absolutely one of the most compelling games EVER written.

Wow.
Had such amazing downtime rules that you could actually play just that, by yourself, for centuries of development. LOL: grogs.

So no Elan?
:(


Evindyl wrote:


Ars Magica - absolutely one of the most compelling games EVER written.
Wow.
Had such amazing downtime rules that you could actually play just that, by yourself, for centuries of development. LOL: grogs.

So no Elan?
:(

You want to play an elan? I've been thinking of replacing elan with another race. One that looks human, but missing vocal chords -- the only way they can communicate is by trasmitting their thoughts (the part of the brain that does this is active for them).

If you want to submit an elan, you may do so, though.


EltonJ wrote:
Evindyl wrote:


Ars Magica - absolutely one of the most compelling games EVER written.
Wow.
Had such amazing downtime rules that you could actually play just that, by yourself, for centuries of development. LOL: grogs.

So no Elan?
:(

You want to play an elan? I've been thinking of replacing elan with another race. One that looks human, but missing vocal chords -- the only way they can communicate is by trasmitting their thoughts (the part of the brain that does this is active for them).

If you want to submit an elan, you may do so, though.

Well I think it could be cool ... but I am also partial to your idea.

I think I might be partial to blending them actually.

What if Elan weren't created to be subversive?
What if Elan were created to be like psionic apolstles?
Like Messangers of Psionics, bringing the Good News that Psionics are the Way, the way to achieve all that magic achieves WITHOUT despoiling the world?

The process of creating an Elan would be no less insidious really and the addition of repressing vocal speech would add to that ... but the intent would be positive, in principle.


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Evindyl wrote:

Well I think it could be cool ... but I am also partial to your idea.

I think I might be partial to blending them actually.

What if Elan weren't created to be subversive?
What if Elan were created to be like psionic apolstles?
Like Messangers of Psionics, bringing the Good News that Psionics are the Way, the way to achieve all that magic achieves WITHOUT despoiling the world?

The process of creating an Elan would be no less insidious really and the addition of repressing vocal speech would add to that ... but the intent would be positive, in principle.

Sounds like a good idea.


What are you thinking for Mul stats? I’ve always thought half-dwarves ought to be a thing, might take this chance to play one.


Ouachitonian wrote:
What are you thinking for Mul stats? I’ve always thought half-dwarves ought to be a thing, might take this chance to play one.

I think they will have to be rebuilt using the ARG. I'm sure it's been done before, by somebody who created a conversion document for Dark Sun into pathfinder.


Here is a link to Bodhizen's Dark Sun conversion for Pathfinder from the thread he started about 9 years ago.


In so in so very very in :)

PC 1 [Low] [Fighter][Half-Giant]
+4 Strength, +4 Constitution, -2 Intelligence, -2 Wisdom, -2 Charisma.
1: WIS 5d4 - 2 ⇒ (4, 1, 2, 2, 3) - 2 = 10
2: STR 5d4 + 4 ⇒ (3, 4, 2, 4, 3) + 4 = 20
3: DEX 5d4 - 2 ⇒ (1, 3, 3, 2, 2) - 2 = 9
4: Int 5d4 ⇒ (2, 4, 2, 2, 4) = 14
5: CON 5d4 + 4 ⇒ (2, 3, 3, 4, 3) + 4 = 19
6: CHA 5d4 - 2 ⇒ (1, 1, 2, 1, 1) - 2 = 4

Thuron - The slow
Half Gaint fight for hire, He was badiy burned as a child and so is scared over body and face. Big slow and hard hitting.

"You pays I hits, simples"

PC 2 [High] [Psion][Elf]
+4 Dexterity, -2 Constitution, +2 Intelligence.
1:WIS5d4 ⇒ (1, 4, 4, 3, 3) = 15
2:CHA 5d4 ⇒ (1, 4, 2, 4, 4) = 15
3:INT 5d4 + 4 ⇒ (4, 3, 2, 3, 4) + 4 = 20
4:DEX 5d4 + 2 ⇒ (4, 3, 2, 4, 4) + 2 = 19
5:STR 5d4 ⇒ (2, 3, 3, 3, 4) = 15
6:CON 5d4 - 2 ⇒ (3, 3, 2, 3, 1) - 2 = 10

Sol Eus De Ron Ole
An elf, Mind-mage, who acts as a mediator between elf tribes.
She is always well dressed in normal clothing. Fast and smart.
"Everyone lets take our seats and talk this over"

PC 3 [Avr] [Druid][Halfling]
Racial Modifiers: -2 Strength, +4 Dexterity, +2 Wisdom, -2 Charisma.
1:DEX 5d4 + 4 ⇒ (3, 1, 2, 4, 4) + 4 = 18
2:CHA 5d4 - 2 ⇒ (2, 4, 2, 1, 4) - 2 = 11
3:WIS 5d4 + 2 ⇒ (4, 3, 1, 2, 4) + 2 = 16
4:CON 5d4 ⇒ (2, 3, 1, 3, 1) = 10
5:INT 5d4 ⇒ (2, 2, 1, 3, 3) = 11
6:STR 5d4 - 2 ⇒ (3, 3, 1, 2, 3) - 2 = 10

KIeel-tic
Has spent his life, as an Healer for hire, working the caravans over the great sands. He has on work clothing with his medical bag.
"Alright let me have a look at that and see what I can do"


ObsessiveCompulsiveWolf wrote:
Here is a link to Bodhizen's Dark Sun conversion for Pathfinder from the thread he started about 9 years ago.

Dang, those are some powerful races.


Well, I’m not sure what Elton is using, but that conversion is fairly comprehensive and well laid out. I don’t feel Dark Sun would mind such…power, but again, up to Elton.


I JUST realised and saw you put up a formal recruitment. I'll have a look at the possible things I want to do

But for now. Human fighter 2 weapon master arch (I think?)

Aiming for ascension

5d4 ⇒ (4, 1, 1, 1, 3) = 10
5d4 ⇒ (2, 4, 2, 3, 1) = 12
5d4 ⇒ (4, 2, 4, 4, 3) = 17
5d4 ⇒ (1, 1, 4, 4, 1) = 11
5d4 ⇒ (1, 3, 4, 1, 3) = 12
5d4 ⇒ (3, 4, 4, 4, 4) = 19


Ouachitonian wrote:
ObsessiveCompulsiveWolf wrote:
Here is a link to Bodhizen's Dark Sun conversion for Pathfinder from the thread he started about 9 years ago.
Dang, those are some powerful races.

They are. Hmm, it doesn't include Mul stats. The race conversion is . . . incomplete. Wait a minute, there it is. On page 14.


If we take crafting skills. (Non magical) Can we start with crafted items? (Non magical)


Seth86 wrote:
If we take crafting skills. (Non magical) Can we start with crafted items? (Non magical)

Possibly, yes. Depends if you sell your wares, of course.


I was mainly looking at weapons. As I may later take Master Craftsman to make magical weapons


Seth86 wrote:
I was mainly looking at weapons. As I may later take Master Craftsman to make magical weapons

In that case, profession weaponsmith might be a good choice.


If you as GM allows me to use profession over Craft I'll do it that way


Seth86 wrote:
If you as GM allows me to use profession over Craft I'll do it that way

Think of it this way:

-- Craft allows you to create things as an amateur might. The higher you go in Craft skills the better you get, but you're still considered an amateur.

-- Profession shows that you've apprenticed with a Master in the craft. You can create things with a professional flair. You still need the craft skill. This is because Profession adds a +2 professional bonus to the Craft skill for every rank in the corresponding Profession skill.

So, I suggest to you to take both.


I'll switch out my FCB to get both then

I will get a full sheet up along with a bit of background. As much as possible. As I need to read up on the setting a bit more


EltonJ wrote:
Ouachitonian wrote:
ObsessiveCompulsiveWolf wrote:
Here is a link to Bodhizen's Dark Sun conversion for Pathfinder from the thread he started about 9 years ago.
Dang, those are some powerful races.
They are. Hmm, it doesn't include Mul stats. The race conversion is . . . incomplete. Wait a minute, there it is. On page 14.

To be sure, these are the race stats we’re using? They’re very different from the normal core races, and even the half-giant is definitely not the half-giant from the Psionics book.


Ouachitonian wrote:
EltonJ wrote:
Ouachitonian wrote:
ObsessiveCompulsiveWolf wrote:
Here is a link to Bodhizen's Dark Sun conversion for Pathfinder from the thread he started about 9 years ago.
Dang, those are some powerful races.
They are. Hmm, it doesn't include Mul stats. The race conversion is . . . incomplete. Wait a minute, there it is. On page 14.
To be sure, these are the race stats we’re using? They’re very different from the normal core races, and even the half-giant is definitely not the half-giant from the Psionics book.

No, they are not.


Is it ok to take

Athasian Noble: You have lived a life of wealth and privilege in one of the city-states. This has afforded you time to study all manner of subjects that the commoners couldn't begin to comprehend. You gain a +1 trait bonus to Knowledge (Nobility), which becomes a class skill for you. You also begin play with 900 ceramic pieces; a one-time benefit.

As a trait


Lady Sol-Eet De-Ron-Xue wrote:

Is it ok to take

Athasian Noble: You have lived a life of wealth and privilege in one of the city-states. This has afforded you time to study all manner of subjects that the commoners couldn't begin to comprehend. You gain a +1 trait bonus to Knowledge (Nobility), which becomes a class skill for you. You also begin play with 900 ceramic pieces; a one-time benefit.

As a trait

I could use that one too! =^^=


Lady Sol Eet. We could link stories if we are both chosen for the game


Melkith Human Two Weapon Warrior Fighter

STR: 19
Dex: 17
Con: 14
Int: 12
Wis: 11
Cha: 10

He is a trained swordsman and enforcer for his church. He's been in their service since he was a child. Trained and schooled in their ways to one day become one of the ascended heads of the church

"You have been found lacking and you have been assigned for reeducation. You will come with me if you wish or not"


Seth86 wrote:
Lady Sol Eet. We could link stories if we are both chosen for the game

Happy too, Seth


Lady Sol-Eet De-Ron-Xue wrote:
Seth86 wrote:
Lady Sol Eet. We could link stories if we are both chosen for the game
Happy too, Seth

I already have an idea or two if you want to discuss it. But I also don't mind till we know if we both in


Cool lets go PMs and have a look at her PC alt, she is 90% done.
Note she is Lawfull Evil and has my other alt has her attendants.

GM:

Alt 2 /. just spotted got this wrong
1:5d4 ⇒ (1, 4, 4, 3, 3) = 15
2:5d4 ⇒ (1, 4, 2, 4, 4) = 15
3:5d4 ⇒ (4, 3, 2, 3, 4) = 16
4:5d4 ⇒ (4, 3, 2, 4, 4) = 17
5:5d4 ⇒ (2, 3, 3, 3, 4) = 15
6:5d4 ⇒ (3, 3, 2, 3, 1) = 12

Should be
STR [15]
DEX [16]+4=[20]
CON [12]-2=[10]
INT [17]+2=[19]
WIS [15]
CHA [15]

Also I think this works well for a noble

Note: Taking Drawback
Family Ties [The house of De-Ron-Xue]
Your family is extremely important to you, and you feel disheartened when you can’t do what they ask.

Effect(s) When a family [De-Ron-Xue] member makes a request of you, you must fulfill that request or take a –2 penalty on all Wisdom– and Charisma-based ability checks and skill checks until you either do what was requested or succeed at a DC 20 Will saving throw, which you can attempt once per day at the start of each day. You can’t take this drawback if you have no family. If you ever lose your family or lose contact with your family, exchange this drawback for the Doubt drawback.


At GM:

Do we use the human build in the linked conversion? I may have missed that, just want to make sure if I need to add those alteration to the build. As it will change 1 of my trait choices

Wild Talent: 3d8 ⇒ (8, 5, 7) = 20 Telekinetic Punch


2nd stat

5d4 ⇒ (4, 2, 4, 4, 2) = 16
5d4 ⇒ (1, 4, 2, 4, 3) = 14
5d4 ⇒ (4, 3, 3, 1, 2) = 13
5d4 ⇒ (4, 3, 3, 3, 1) = 14
5d4 ⇒ (2, 2, 4, 3, 2) = 13
5d4 ⇒ (4, 1, 2, 1, 1) = 9

3rd stat

5d4 ⇒ (2, 3, 4, 4, 3) = 16
5d4 ⇒ (3, 4, 4, 4, 1) = 16
5d4 ⇒ (2, 1, 1, 2, 3) = 9
5d4 ⇒ (3, 4, 3, 1, 4) = 15
5d4 ⇒ (2, 2, 3, 4, 4) = 15
5d4 ⇒ (2, 4, 4, 2, 3) = 15


Lady Sol-Eet De-Ron-Xue wrote:

Is it ok to take

Athasian Noble: You have lived a life of wealth and privilege in one of the city-states. This has afforded you time to study all manner of subjects that the commoners couldn't begin to comprehend. You gain a +1 trait bonus to Knowledge (Nobility), which becomes a class skill for you. You also begin play with 900 ceramic pieces; a one-time benefit.

As a trait

Yes, it is okay to take as a trait.


5d4 ⇒ (3, 4, 1, 1, 1) = 10
5d4 ⇒ (4, 1, 2, 1, 1) = 9
5d4 ⇒ (1, 2, 4, 2, 1) = 10
5d4 ⇒ (4, 1, 1, 3, 2) = 11
5d4 ⇒ (4, 1, 2, 4, 3) = 14
5d4 ⇒ (3, 4, 3, 4, 4) = 18

5d4 ⇒ (3, 2, 4, 2, 4) = 15
5d4 ⇒ (4, 3, 2, 1, 3) = 13
5d4 ⇒ (3, 2, 4, 3, 4) = 16
5d4 ⇒ (1, 3, 1, 3, 3) = 11
5d4 ⇒ (3, 1, 3, 3, 4) = 14
5d4 ⇒ (4, 3, 2, 1, 4) = 14

5d4 ⇒ (3, 1, 3, 4, 2) = 13
5d4 ⇒ (1, 3, 3, 1, 4) = 12
5d4 ⇒ (4, 3, 1, 1, 1) = 10
5d4 ⇒ (2, 4, 1, 1, 1) = 9
5d4 ⇒ (1, 4, 2, 2, 2) = 11
5d4 ⇒ (4, 4, 1, 2, 1) = 12


Elbow, your mastery of the dice is compelling. You have some good rolls there!

Grand Lodge

Stat 1
5d4 ⇒ (4, 1, 1, 2, 1) = 9
5d4 ⇒ (1, 1, 1, 3, 3) = 9
5d4 ⇒ (1, 1, 3, 2, 1) = 8
5d4 ⇒ (1, 2, 2, 4, 2) = 11
5d4 ⇒ (1, 3, 2, 4, 3) = 13
5d4 ⇒ (1, 4, 2, 2, 1) = 10

Stat 2
5d4 ⇒ (2, 4, 1, 4, 2) = 13
5d4 ⇒ (4, 4, 3, 1, 2) = 14
5d4 ⇒ (1, 4, 1, 4, 2) = 12
5d4 ⇒ (2, 4, 2, 4, 3) = 15
5d4 ⇒ (2, 3, 2, 1, 4) = 12
5d4 ⇒ (1, 3, 1, 3, 2) = 10

Stat 3
5d4 ⇒ (3, 1, 3, 4, 3) = 14
5d4 ⇒ (4, 3, 4, 3, 4) = 18
5d4 ⇒ (2, 1, 1, 4, 1) = 9
5d4 ⇒ (2, 4, 4, 1, 2) = 13
5d4 ⇒ (4, 2, 3, 2, 4) = 15
5d4 ⇒ (2, 4, 4, 1, 2) = 13


At our GM

Will this setting have a different pantheon?


Seth86 wrote:

At our GM

Will this setting have a different pantheon?

No. Athas has no gods, remember?


Oh right. Missed that part.

So no objective morals. Fun :P


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The world Setting:

Its a post-apocalyptic setting, thing Fall-Out meets LoTR with a smig of Dying Earth and butt load of DUNE. Tech is impossible to find, Mettle rare. magic is near all necromatic in nature, sucking life force to power things. Psionics is powered by your own mind, body and soul.

LINK HERE

The world
The campaign setting of Dark Sun is played on the fictional planet Athas. Novels and source books largely take place in the Tyr Region, though other areas are described for play. The exact landmass configuration of the planet or the existence of other continents is unknown.

Athas is a devastated world, the result of magic run amok. Most of Athas is an empty desert, interrupted by a handful of corrupt city states controlled by power-mad sorcerer-kings and their spell-wielding lackeys. The brutal climate and the oppressive rule of the sorcerer-kings have created a corrupt, bloodthirsty, and desperate culture that leaves little room for chivalric virtues common to fantasy settings (hence why paladins are excluded).[24]: 5  Slavery is commonplace, gladiatorial duels provide entertainment for the elite, and death permeates the culture. As rain falls only once per decade in some areas, water is more precious than gold. Due to the scarcity of natural resources, few wizards have access to books made of paper pages and hard covers; instead, they record their spells with string patterns and complex knots. Metal is also rare, affecting both the economy and the quality of equipment. The ceramic coin, made from clay and glazed in various colors, is the primary medium of exchange, worth about a hundredth of a gold piece. Due to a scarcity of metal, weapons and armor are made from natural materials such as bone, stone, wood, carapace or obsidian, and are prone to breaking. Only a single dragon exists in all of Athas, a monstrosity whose appearance heralds disasters of catastrophic proportions.[15]

Arcane magic draws its power from the life force of plants or living creatures, with the potential to cause tremendous harm to the environment. As a result, wizards and other arcane casters are despised and must practice in secret. Psionics are extremely common with nearly every living thing having at least a modicum of psionic ability.[24]: 119–120 

Athas has no deities and no formal religions other than the cults created by the sorcerer-kings.[31]: 17  There is some contention within the source material as to whether or not there were ever deities in the setting. The AD&D source material seems to suggest that there weren't ever any gods involved with Athas, while the 4th edition setting leaves the option open, more explicitly stating that the gods were destroyed or driven away by malevolent elemental spirits.[24]: 208  Clerics and druids instead draw power from the Inner Planes/Elemental Chaos.

Sample of roll play:

She sat on the dune as the fun started to move down to the horizon. Some distance below here, she looked on as a Caravan was attacked by a tribe of Lizard men. Water sellers traveling the sands, and picking the wrong root to take. She saw a human run from one of the wagons be shot in the back by a ceramic-tipped arrow. Falling as two Lizard men ran over to collect his blood. Others were carrying off the water barrels and looking off the plunder.

She stood up and brushed off the sand from her Desert clothing. Taking the small pipe on the side of her head, she took a drink of her water.
She turned and walked into the deeper desert, The lizard tribe who controlled this area, liked to attack rapidly. So they would be moving out soon. And by the time the Family caravan came thought tomorrow, they would not be in the mood to attack it. That is why she had sold them the information about this caravan. Such was her job, protect the family.

She looked out over the great sands and felt a great sense of peace. her job done she could spend some days out in the great Sand-sea. Taking out her Wayfinder she checked her direction, Soon it would be night and she would walk in the cool dark. Once rested in the day here and moved at night. She walked into the dark and left the dead and dying behind.


Lady Sol-Eet De-Ron-Xue wrote:
** spoiler omitted **...

This is right, most of it. Thanks!


3d8 ⇒ (7, 5, 7) = 19=Sense Poison


Anyone seen the stats for a Mul?

rolls:

Stat: 5d4 ⇒ (2, 2, 2, 3, 3) = 12
Stat: 5d4 ⇒ (4, 3, 4, 3, 2) = 16
Stat: 5d4 ⇒ (3, 2, 2, 3, 2) = 12
Stat: 5d4 ⇒ (3, 3, 1, 4, 1) = 12
Stat: 5d4 ⇒ (2, 4, 4, 3, 1) = 14
Stat: 5d4 ⇒ (4, 3, 2, 4, 1) = 14

Stat: 5d4 ⇒ (1, 1, 1, 4, 4) = 11
Stat: 5d4 ⇒ (3, 1, 3, 3, 2) = 12
Stat: 5d4 ⇒ (1, 2, 3, 1, 2) = 9
Stat: 5d4 ⇒ (2, 4, 3, 4, 3) = 16
Stat: 5d4 ⇒ (1, 3, 1, 1, 1) = 7
Stat: 5d4 ⇒ (4, 1, 1, 2, 3) = 11

Stat: 5d4 ⇒ (1, 4, 3, 1, 1) = 10
Stat: 5d4 ⇒ (3, 2, 4, 4, 1) = 14
Stat: 5d4 ⇒ (2, 4, 4, 1, 4) = 15
Stat: 5d4 ⇒ (3, 2, 4, 4, 2) = 15
Stat: 5d4 ⇒ (1, 1, 1, 1, 1) = 5
Stat: 5d4 ⇒ (4, 3, 1, 4, 2) = 14

going for a Mul Wilder


So Three Characters, one main and two sidekicks


i decided to use my 3rd roll for stats, i have yet to make minions :P that will happen if i get into the game

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