D&D 4e Dark Sun

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D&D 4e Dark Sun

Postby rawr548 » Sat Jun 29, 2013 3:41 am

i am hosting a D&D 4e dark sun setting. i am looking for a few players to join in on this game online i use a online roller and maping
https://app.roll20.net/home/
i also have a character builder hosted by wizard of the coast.
if you have never played D&D you are still welcome to join.
what you should know tho is that
it involves heavy RP the games last for 2-4hrs
and that it will be weekly game.
if there are any more questions plz ask below or send me a pm.

we will set a date and when that date come if one person is gone then we will play but if 2 people fail to show up we wont
the person that do sent show will earn no xp we can also play this when ever i have time if every one agrees

dark sun is a campaign setting in Athas a burnt scorched world of wasteland made this way by defilers who are dark magic users water is slim the sun is hot the slave trade is booming




these are what you need to know about building your Character


Level

All characters for this campaign shall start at 1st level.

Ability Scores

Choose one of the following arrays and then add your racial modifiers:

16,16,12,11,11,8 -- 16,14,14,11,10,10 -- 18,14,11,10,10,8

Allowed Races

Bullywug
Dragonborn (Dray)
Dwarf
Changeling
Elf
Goliath (Half-giant)
Gnoll
Half-elf
Halfling
Human
Kenku
Minotaur
Mul
Ssuran (Kobold template - Med Size)
Tarek (Bugbear template)
Tiefling
Thri-kreen

Allowed Classes

Ardent
Assassin
Assassin (Executioner)
Barbarian
Barbarian (Berserker)
Bard
Bard (Skald)
Battlemind
Druid
Druid (Protector)
Fighter (Knight)
Fighter (Weaponmaster)
Fighter (Slayer)
Monk
Psion
Ranger
Ranger (Hunter)
Ranger (Scout)
Rogue (Scoundrel)
Rogue (Thief)
Seeker
Shaman
Sorcerer
Sorceror (Elementalist)
Swordmage
Warden
Warlock
Warlock (Binder)
Warlock (Hexblade)
Warlord (Marshal)
Wizard (Arcanist)
Wizard (Bladesinger)
Wizard (Mage)
Wizard (Sha'ir)
Wizard (Witch)

Allowed Themes

Alchemist
Animal Master
Athasian Minstrel
Black-hearted Knave
Bloodsworn
Chevalier
Cultist
Disgraced Noble
Dune Trader
Elemental Initiate
Elemental Priest
Escaped Slave
Explorer
Gladiator
Guardian
Guttersnipe
Hordelands Nomad
Mariner
Mercenary
Noble
Noble Adept
Order Adept
Outlaw
Primal Guardian
Reaver
Samurai (Desert Dervish)
Scholar
Seer
Templar
Trapsmith
Treasure Hunter
Veiled Alliance
Vile Scholar
Wasteland Nomad
Wilder
Wizard’s Apprentice

Background

Select one background and one background benefit from the Dark Sun setting or from another DM approved source.

Alignment

Lawful Good: Not surprisingly, the paragon of both Law and Good would insist that everyone get their fair share of water, even with party members who are weak or dying. You may consider plans which call for uneven water distribution for the good of the group, but it's highly unlikely you would let members of your party go without.

Good: As a pure do-gooder, you will insist that everyone gets water, even those that might not make it another day. However, you might consider unequal water distribution if it benefits the group as a whole and does not hurt you personally.

Unaligned: You will want water for yourself, of course, but may or may not come to the aid of the weak and dying. Unequal water distribution is fine as long as the party (and you) are helped in the short-term.

Evil: Who cares about anyone else?! It's you who needs the water. Generally, you will accept any plan that gets you more water and you will probably rail against giving water to the very weak or those who are, in your opinion, "beyond hope."

Chaotic Evil: Me! Me! Me! You will do anything to get your hands on more water - lie, cheat, steal: who cares? You will constantly call on plans that somehow get you more water immediately. You will always support plans that give you more water.

Equipment

This campaign uses the fixed enhancement bonus system (Dark Sun Campaign Setting, page 209). You receive a fixed package of equipment, defined here, and 25 Tyr gp (Which you may save or spend on other allowed equipment). All equipment is mundane unless otherwise noted. Only select equipment in which you are proficient.

- 1 suit of armor
- 1 one-handed melee weapon and 1 shield, or
…2 one-handed melee weapons, or
…1 two-handed melee weapon
- 1 ranged weapon w/ 20 ammo, or
…up to 5 thrown weapons
- 1 implement (if applicable)
- 1 adventurer’s kit (Consists of: 2 survival days, 4 torches, fire kit, backpack, bedroll, belt pouch, 50 ft. hemp rope, waterskin [filled])
- 1 tool kit (must be trained in related skill or class):
Thieves’ tools (Thievery/Rogue), Climber’s kit (Athletics), Hunter’s kit (Nature), Disguise kit (Bluff), Poisoner's kit (Thievery/Rogue/Assassin), Trapmaker's kit (Trapsmith Theme), Inquisitive's Kit (Perception), Surveyor's Gear (Perception), Chirurgeon's kit (Heal), Artisan's Tools (Anyone -- Used to craft & repair items)

Material: As stated in the Dark Sun Campaign Setting, page 118, most items on Athas are nonmetal. No item you start with is metal. You might find metal items in the course of your adventures.

Reckless Breakage: This campaign will be using the Reckless Breakage rule (Dark Sun Campaign Setting, page 122) for handling natural one weapon attacks.

Rituals

You might have access to rituals due to your class or feats. Follow the rules in the Dark Sun Campaign Setting, page 116, including:

- Rituals that control the weather seldom work
- Rituals that contact outerplanar beings instead contact fickle elementals or creatures from the Gray
- Rituals that produce food or water do not function
- Rituals that create/enhance/transfer magic items or craft valuables do not function
- Planar travel or use of teleportation circles is not possible
- Rituals that require religion or relate to deities do not work
- Rituals changing natural conditions, such as Bloom seldom function

Beast Companions: Beastmaster rangers can ignore the Raise Beast Companion ritual. Instead, such a ranger gains the ability to bring back the beast companion by expending a healing surge at the end of any short or extended rest.
by Paislee » Thu Mar 15, 2012 4:01 pm

What? When you fell on your keyboard Criminal Acts was toggled and then when you were picking yourself up you pushed your mouse onto the floor where your cat pounced on it and caused your guy to steal someone's cheese? That happens to me all the damn time.
~Maisy
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Re: D&D 4e Dark Sun

Postby Ninijutsu » Sat Jun 29, 2013 3:47 am

I'll be participating.
Of another era.
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Re: D&D 4e Dark Sun

Postby jtpitner » Sat Jun 29, 2013 8:47 am

I might be interest in such a thing...
War does not determine who is right - only who is left.
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Re: D&D 4e Dark Sun

Postby BangPow » Sat Jun 29, 2013 9:19 am

I haven't played D&D in like 13 years, sound's like fun. Then again, if I step away from haven to long, then the world will explode. So I better not. :ugeek:
Before enlightenment - chop wood, carry water. After enlightenment - chop wood, carry water. ~Zen Buddhist Proverb
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Re: D&D 4e Dark Sun

Postby Jackard » Sat Jun 29, 2013 11:15 am

roll20 is pretty much as good as 4E gets. too bad i have projects or id join up
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Re: D&D 4e Dark Sun

Postby Zeronine » Sat Jun 29, 2013 11:31 am

Great initiative, afraid I can't personal participate due to otherwise engagements, but I certainly hope you find enough people to build up an entire group and get some entertaining RP going.
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Re: D&D 4e Dark Sun

Postby jtpitner » Sat Jun 29, 2013 9:33 pm

BangPow wrote:I haven't played D&D in like 13 years, sound's like fun. Then again, if I step away from haven to long, then the world will explode. So I better not. :ugeek:


I play DND while I play HNH!
War does not determine who is right - only who is left.
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Re: D&D 4e Dark Sun

Postby Sardte » Sat Jun 29, 2013 9:59 pm

Jackard wrote:roll20 is pretty much as good as 4E gets. too bad i have projects or id join up
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