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 1 
 on: Today at 10:53:12 AM 
Started by Chris - Last post by Chris
Just a quick note: this may seem like a lot of gear and dough to pick up from a bunch of silt runners' filthy lair - and it is - but there was an additional concern here: you are starting at level 2, but I did not start these characters with the "Level + 1, Level, Level - 1" set of equipment that normally happens when you start higher than level 1.

Two reasons: one, I was lazy and Dark Sun stuff isn't in the character builder yet, and two, Dark Sun depends more on inherent bonuses - where the character him- or herself gets bonuses to attack, damage, and defense as they level up - rather than magical gear providing the same bonuses. So there is some magical gear in the game, but generally it's not going to be as frequent. I just wanted to kick the group off with a reasonable set of equipment and loot.

 2 
 on: September 06, 2010, 09:32:00 PM 
Started by Chris - Last post by Chris
After a sweaty hike back to the wagon's location, you aid the drivers in collecting the scattered goods and dig the wagon out of the sand mire in which it was stuck. The next step of the process was far less fun. Taking turns, as a group you pull, push, and drag the wagon over the several miles to Altaruk. Pounding on the gate several hours later, you are exhausted and thirsty, but successful.

Your arrival in Altaruk is hailed by Rhotan Vor, whose face clearly displayed the worry and stress he was under for losing an entire wagon. Your cut and bloody appearance keeps the crowds well back as you approach the Wavir trade station tents. Rhotan Vor thanks you effusively - positively undwarflike in his praise - for returning the goods, and hands you a pouch containing 120 gold pieces. "Here's the promised payment. Come with me a moment, if you would." He nods his head toward the tent.

Following him inside, he leans on a table bearing a map of the local region. He thanks you again for your assistance, and says, "I didn't want to say this outside, but the Wavir Trade Clans owe you for your work, if you know what I mean." The stout dwarf cocks one eyebrow, and says, "You have helped us, and some time in the future, perhaps we can help you." With that, Rhotan Vor summons an aide and begins providing instructions regarding the wagons, and you realize that the conversation is over.


You now have a favor you can call in with the Wavir Clan at some point in the future. The favor is worth about 250gp, so bear that in mind if you need to use it - I'll be happy to discuss possibilities with you if you need them.

 3 
 on: September 06, 2010, 09:22:13 PM 
Started by Chris - Last post by Chris
After a brutal fight with the last of the silt runners - and their ssurran ally - you quickly regain your breath and free the helpless Wavir caravan drivers. Milos, a half-elf who seems to the wagon driver, thanks you, as do his companions Alia and Flaron. They rub the feeling back into their chafed wrists and ankles as you quickly sweep the room.

In an adjoining room, you discover a small trove of interesting items. Apparently, this particular band of silt runners had an eye for valuable goods. In a small chest in the darkened vault, you locate a pair of weathered parchment scrolls, each bearing densely packed writing and arcane diagrams. Chani recognizes the language as a method for writing arcane formulae, and after some study is able to describe what is on the scrolls. If you locate someone who can adequately translate the scrolls - and is willing to risk the use of arcane magics - these scrolls could be put to use. Also in the chest you find several fruits, each humming with arcane energy. These are potionfruit, and generally have healing properties.


Additionally, you locate an amulet still around the neck of the silt runner inciter, a large fire opal (Augustus estimates its value at about 400gp), as well as quite a bit of loose coin (all told, around 380gp). Additionally, you're able to carry away enough water and food for 10 survival days.

A sharp eye helps Chaka'tet locate a battle harness in a pile of discarded clothing and random accoutrement. Holding it in his hands, he realizes that it is enchanted to some degree as well.

You collect these items into a sack, for later consideration, as the wagon drivers encourage you to hurry so they can retrieve the wagon.




The scrolls provide the method to enchant the following two items:

A +1 chainreach weapon. This weapon offers +1d6 on a crit (+1d8 if you have combat advantage), and has a daily power allowing an attack up to 5 squares away (the weapon is retained by a chain of arcane force, so it returns to your hand).

A fireheart tattoo. Whenever you spend an action point to take an extra action, you gain 5 temp HP.

There are 4 potionfruits of healing, which are the equivalent of potions of healing (it's just that on Athas, water is too valuable to use in potions, so they enchant fruit instead).

Chaka-tet's discovery is a +1 battle harness hide armor. It provides a +1 bonus to initiative, and it lets you draw a weapon/retrieve an item as a free action.

Finally, the amulet on the silt runner inciter is a a +1 amulet of health


 4 
 on: September 06, 2010, 09:17:12 AM 
Started by Chris - Last post by hogadmin
Spoiler for Hiden:

 5 
 on: September 06, 2010, 09:12:31 AM 
Started by hogadmin - Last post by hogadmin
"I live in a world of fire and sand. The crimson sun scorches the life from anything that crawls or flies, and storms of sand scour the foliage from the barren ground. This is a land of blood and dust, where tribes of feral elves sweep out of the salt plains to plunder lonely caravans, mysterious singing winds call travelers to slow suffocation in the Sea of Silt, and selfish kings squander their subjects’ lives building gaudy palaces and garish tombs. This bleak wasteland is Athas, and it is my home."
—The Wanderer’s Journal

The world of the Dark Sun setting is unique in several ways. Many familiar trappings of the Dungeons & Dragons game are missing or turned on their heads. Athas is not a place of shining knights and robed wizards, of deep forests and divine pantheons. To venture over the sands of Athas is to enter a world of savagery and splendor that draws on different traditions of fantasy and storytelling. Simple survival beneath the deep red sun is often its own adventure.

Newcomers to Athas have much to learn about the world, its people, and its monsters, but the following eight characteristics encapsulate the most important features of the Dark Sun campaign setting.

1. The World Is a Desert

Athas is a hot, arid planet covered with endless seas of dunes, lifeless salt flats, stony wastes, rocky badlands, thorny scrublands, and worse. From the first moments of dawn, the crimson sun beats down from an olive-tinged sky. Temperatures routinely exceed 100 degrees F. by midmorning and can reach 130 degrees or more by late afternoon. The wind is like the blast of a furnace, offering no relief from the oppressive heat. Dust and sand borne on the breeze coat everything with yellow-orange silt.

In this forbidding world, cities and villages exist only in a few oases or verdant plains. Some places don’t see rain for years at a time, and even in fertile regions, rain is little more than a humid mist that falls during a few weeks each year before giving way to long months of heat and drought. The world beyond these islands of civilization is a wasteland roamed by nomads, raiders, and hungry monsters.

Athas was not always a desert, and the parched landscape is dotted with the crumbling ruins of a planet that once was rich with rivers and seas. Ancient bridges over dry watercourses and empty stone quays that face seas of sand tell the tale of a world that is no more.

2. The World Is Savage

Life on Athas is brutal and short. Bloodthirsty raiders, greedy slavers, and hordes of inhuman savages overrun the deserts and wastelands. The cities are little better; each chokes in the grip of an ageless tyrant. The institution of slavery is widespread on Athas, and many unfortunates spend their lives in chains, toiling for brutal taskmasters. Every year hundreds of slaves, perhaps thousands, are sent to their deaths in bloody arena spectacles. Charity, compassion, kindness—these qualities exist, but they are rare and precious. Only a fool hopes for such riches.

3. Metal Is Scarce

Most arms and armor are made of bone, stone, wood, and other such materials. Mail or plate armor exists only in the treasuries of the sorcerer-kings. Steel blades are almost priceless, weapons that many heroes never see during their lifetimes.

4. Arcane Magic Defiles the World

The reckless use of arcane magic during ancient wars reduced Athas to a wasteland. To cast an arcane spell, one must gather power from the living world nearby. Plants wither to black ash, crippling pain wracks animals and people, and the soil is sterilized; nothing can grow in that spot again. It is possible to cast spells with care, preserving the world and avoiding any more damage to it, but defiling offers more power than preserving. As a result, sorcerers, wizards, and other wielders of arcane magic are reviled and persecuted across Athas regardless of whether they preserve or defile. Only the most powerful spellcasters can wield arcane might without fear of reprisal.

5. Sorcerer-Kings Rule the City-States

Terrible defilers of immense power rule all but one of the city-states. These mighty spellcasters have held their thrones for centuries; no one alive remembers a time before the sorcerer-kings. Some claim to be gods, and some claim to serve gods. Some are brutal oppressors, where others are more subtle in their tyranny.

The sorcerer-kings govern through priesthoods or bureaucracies of greedy, ambitious templars, lesser defilers who can call upon the kings’ powers. Only in the city-state of Tyr does a glimmer of freedom beckon, and powerful forces already conspire to extinguish it.

6. The Gods Are Silent

Long ago, when the planet was green, the brutal might of the primordials overcame the gods. Today, Athas is a world without deities. There are no clerics, no paladins, and no prophets or religious orders. Old shrines and crumbling temples lie amid the ancient ruins, testimony to a time when the gods spoke to the people of Athas. Nothing is heard now but the sighing of the desert wind.

In the absence of divine influence, other powers have come to prominence in the world. Psionic power is well known and widely practiced on Athas; even unintelligent desert monsters can have deadly psionic abilities. Shamans and druids call upon the primal powers of the world, which are often sculpted by the influence of elemental power.

7. Fierce Monsters Roam the World

 The desert planet has its own deadly ecology. Athas has no cattle, swine, or horses; instead, people tend flocks of erdlus, ride on kanks or crodlus, and draw wagons with inixes and mekillots. Wild creatures such as lions, bears, and wolves are nonexistent. In their place are terrors such as the id fiend, the baazrag, and the tembo. Perhaps the harsh environment of Athas breeds creatures tough and vicious enough to survive it, or maybe the touch of ancient sorcery poisoned the wellsprings of life and inflicted monster after monster on the dying world. Either way, the deserts are perilous, and only a fool or a lunatic travels them alone.

8. Familiar Races Aren’t What You Expect

Typical fantasy stereotypes don’t apply to Athasian heroes. In many Dungeons & Dragons settings, elves are wise, benevolent forest dwellers who guard their homelands from intrusions of evil. On Athas, elves are a nomadic race of herders, raiders, peddlers, and thieves. Halflings aren’t amiable riverfolk; they’re xenophobic headhunters and cannibals who hunt and kill trespassers in their mountain forests. Goliaths—or half-giants, as they are commonly known—are brutal mercenaries who serve as elite guards and enforcers for the sorcerer-kings and their templars in many city-states.


 6 
 on: September 06, 2010, 09:10:25 AM 
Started by hogadmin - Last post by hogadmin
If you're not familiar with Dark Sun, it's set in the world of Athas, which is a desert world whose sun is dying (hence, "dark" - it's actually reddish in tone). Water is incredibly scarce, and there's very little growing plant life, due to an unfortunate side effect of arcane magic, called defiling.  A defiler is an arcanist who recklessly draws the life force of everything around him to power his spells - this kills plants and small animals, and permanently ruins the soil, making it sterile and unable to nourish plants.

Eventually, due to massive magical wars, Athas was almost completely rendered a sun-blasted desert.

Now, the known region of Athas (where adventuring mostly takes place) - actually, a very small area in terms of square miles, maybe the size of New England or slightly larger - is ruled by 8 sorcerer kings, each ruling their own city-state. They are bitter enemies to each other so the balance is fragile; each is following a path to becoming a Dragon (note that there are no normal dragons in Athas...there is only The Dragon, the most powerful creature in existence; the sorcerer kings are trying to become such a thing themselves). The city-states' laws are enforced by the Templars, the secret police of each sorcerer king.

Each city state has a real-world flavor: Balic, for instance, is ruled by Andropinis, and is loosely based on Roman civilization. Nibenay is ruled by the sorcerer king of the same name, and his city is loosely based on ancient China. Draj is ruled by Tecktuktitlay, and is inspired by Aztecan cities of old. You get the picture.

Life is nasty, brutish, and short. Psionic power is the dominant supernatural ability; arcane magic users (e.g. wizards, sorcerers, etc.) are mistrusted at best, and hated at worst. The wilderness of Athas is unforgiving - it's a hellish desert, very little water, populated by downright nasty creatures. Life in the cities ain't much better - slavery, gladiatorial combat, corruption, poverty...it's a mess.


 7 
 on: December 02, 2009, 09:43:43 PM 
Started by Chris - Last post by Chris
Cool. I've kicked off a skill challenge on Google Wave. You should see the wave in your inbox when you log into Google Wave. I would like to give Wave an honest try as far as using it for gaming, so check it out.

 8 
 on: November 29, 2009, 05:15:06 PM 
Started by Chris - Last post by gclouser
Ok, im replying so maybe it will send me emails.

 9 
 on: November 29, 2009, 10:15:36 AM 
Started by Chris - Last post by Chris
Regrouping in the abandoned inn, the group decides that the best course of action is to locate the last place Dr. D'Cannith was seen - her labs. Asking around - the few people you can find, at least, who are still out on the street - makes the task easy. D'Cannith located her offices in an older warehousing district, run down and mostly empty. She was somewhat of a hermit, they say, so the deserted area probably suited her well.

After disabling the few security systems - some alarm spells and a partially-functional tanglefoot trap - the heroes move toward the main doors. They're closed, heavy steel doors chained shut. Harann's axe makes short work of the lock, and the way is now open.

 10 
 on: November 22, 2009, 09:12:57 PM 
Started by Chris - Last post by Chris
Harann examines a four-inch gash on his arm, left by one of the attackers. The wound is bleeding desultorily, but as the dragonborn stares at the wound, the bleeding slows a bit. The huge reptilian flexes his fist, winces slightly, and draws a bandage from a pouch at his waist. While he wraps the wound, he looks around.

"Well? Anyone tell me what in the name of Asmodeus' butthole those things were?" He coughs and spits a greenish wad of spittle on the ground. "Don't touch that...poisonous."

Relic, drinking from his canteen, stops and looks at the gobbet of poison saliva with an expression like he just found a particularly loathsome grub under a rock. "Wouldn't dream of it. How charming."

Challa crouches by the now dwindling fire hugging her glaive as she stares at the flames. The smell of cold orc blood is strong, but she seems lost in thought. "Quicklings. Feywild creatures. The others were banshrae, I think. Also feywild denizens. Not sure why they're here - or working together. Quicklings are thieves and cutthroats; the banshrae are more unpredictable. Don't know who was in charge here."

"Maybe they just saw an opportunity here - bunch of marks, not at home in the swamp and fog like them. Maybe there's more to it." She looks up. "But we shouldn't stay. That quickling got away from me. It may go for help.

Theoden runs a cloth along his scimitar and says, "Yes. We should go back. We could spend weeks wandering these fens, under the eyes of...whatever the hell lives here. And we're no closer to the damn Fist of Triumph, or finding out what happened to Dr. D'Cannith."

Relic purses his lips, and caps his canteen. "Agreed. We head back - the boats are waiting for us. That inn is deserted - we can use it. Find Dr. D'Cannith's lab, see what's there. And get out of this godsdamned swamp." He raises a hand to one of the raised welts on his neck, where a banshrae dart scored a hit.

Murmured assent, and a swift repacking of gear, and the four heroes set off swiftly through the swamps, hurrying to cross the foggy mire before some other creature takes an interest in them. It's only a few hundred yards to the cave mouth, but in this terrain...anything can happen.

Fortunately, they arrive at the ruins and descend back to the boats unmolested, and after almost a day's paddling upriver, they return to the steamchamber below the inn. The place remains abandoned, and a swift check of the are and the inn upstairs reveals that little has changed in the space of 2 days. The gray pall still hangs over Hatheril, and there is little activity on the gloomy city streets.

The inn remains theirs, and the group quickly sets about wiping up the bloodstains and piling the charred furniture in a corner. Boards go up on the windows, and in short order, a "base of operations" is established.


Facts:

1. Artifact known as "Fist of Triumph" surfaced in or near Hatheril.

2. Dr. Maundra D'Cannith contacted the university about retrieving it.

3. Others know about it - your run-in with D'Argo Finn and his compatriots prove that.

4. Hatheril strange - under some sort of oppressive "gray cloud" of what feels very much like "living sadness."

5. Maundra D'Cannith missing, a changeling sorceror tried to take her place to lure you to your death.

6. In same inn where you were ambushed, down below you find a priest - with powers similar to the sorceror - workin with orc mercenaries bearing the sigil of a red hand on their armor. They are moving crates of weaponry on an underground river. The weapons are unopened weapon stores from Cyre, a country that was wiped out entirely by the "Mourning," a magical cataclysm that killed everyone in the country.

7. Another encounter further down the river with orcs clearly waiting for the weapon shipment - also members of the "Red Hand"

8. Finally, finding the exit to the cave complex in a swamp where you are ambushed by feywild creatures. You are not the only ones - three dead Red Hand orcs attest to the dangers of the swamp.

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