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Freedom in Tyr

Hello, and welcome to "Freedom in Tyr". This will be a "West Marches" style game. As shown here. <a href="http://arsludi.lamemage.com/index.php/78/grand-experiments-west-marches/" rel="nofollow">http://arsludi.lamemage.com/index.php/78/grand-experiments-west-marches/</a> A core group of players will occupy the region of Tyr and set forth on adventures there. Some of the players will be DMs. When the DMs have an adventure to send people on, or the players talk a DM into letting them explore a place, they will use <a href="http://doodle.com/" rel="nofollow">http://doodle.com/</a> to schedule games. The first players to respond will be at the top of the list. There will be two Skype groups set up for "Freedom in Tyr". One for everybody, and one for DMs to discus quests, lore, and rule changes. All rules are subject to changes. All exp and equipment earned from one DM's game will carry over to any other DM's game. Your characters will populate the game as a whole. As the world of Athas is harsh, most encounters will be at hard to deadly levels. Water and food will be tracked, as the desert heat and harshness are a factor. Just getting from one place to the next is a challenge all it's own in Dark Sun. Anyone dropped to 0 HP will have to roll a d20 when/if they are revived. If even the fully recover, if odd they must roll on the lingering injury's table on page 272 of the DMG. Though life on Athas is deadly hard, your rise to power in a new free Tyr can be legendary. Good Luck
What edition is this going to be using?
5th, house ruled to the extreme. :P
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Alright wish you luck man! I love Dark Sun probably my favorite official setting from TSR so its really nice to see it get some love.
This sounds very interesting! I am interested.
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MORE INFO ON THIS GAME! Due to the harsh nature of dark sun and the lack of magic items, we will be doing a 35 point buy system instead of the normal 27 points. Please use <a href="http://1d8.blogspot.com/2014/04/point-buy-calcula" rel="nofollow">http://1d8.blogspot.com/2014/04/point-buy-calcula</a>... to help calculate your scores. You may buy 16's or 17's. I will try to use the <a href="https://drive.google.com/file/d/0B4jZ_-uYQxf8NktuT" rel="nofollow">https://drive.google.com/file/d/0B4jZ_-uYQxf8NktuT</a>... as much as possible, with some personal tweaks. Everything is subject to change for balancing. Edits* *Elves have 35 speed, not 40. *Dwarves can use Mountain or Hill Dwarf from PHB and role-play their focus. *Thri-kreen armor is 13+Dex(no max) *Bard and Cleric have changed rules as per handouts and this post. Barbarians - normal Bards - Will be switching spell casting with master poisoning. Cleric - Will use my earth/air/fire/water domains AND the sun/moon domains as detailed in the handout. Druid - as normal. Fighter - as normal/ Elderich is now Psychic Warrior with spell point system from <a href="http://boldpueblo.com/downloads/5e/5e-houserule-p" rel="nofollow">http://boldpueblo.com/downloads/5e/5e-houserule-p</a>... Monk - as normal/ most are from Nibenay. Paladin - Removed. Psion - Detailed in the Handout or in <a href="https://drive.google.com/file/d/0B4jZ_-uYQxf8NktuT" rel="nofollow">https://drive.google.com/file/d/0B4jZ_-uYQxf8NktuT</a>... Ranger - Normal/ beast master CR1/2 beast level 1-4, CR1 beast level 5-10, CR2 beast level 11-19, CR3-4 beast at level 20, all at DM discretion. Rogue - Normal/ Trickster now Psionic Lurk with spell point system from <a href="http://boldpueblo.com/downloads/5e/5e-houserule-ps" rel="nofollow">http://boldpueblo.com/downloads/5e/5e-houserule-ps</a>... Sorcerer - Will be a bastard son of a dragon king OR hit my some Cosmic radiation from the twin suns, giving ability's/ Sun Mages. Warlock - Is now called Templar and gets his powers from a Sorcerer king. Wizard- Normal can preserve/defile. Defiling - Defiling in dark sun either gives the wizard advantage on attack or cast the spell at a level higher. Up to the player. When you defile too much, your appearance changes. Your skin gets pale or ashy. Your eyes get bloodshot and feverish. Your nails can turn black. Think of people slowly turning to the dark side. Example image below. Also your alignment will start shifting to evil. <a href="http://static.comicvine.com/uploads/original/8/87674/2996145-dual.png" rel="nofollow">http://static.comicvine.com/uploads/original/8/87674/2996145-dual.png</a> Wild Talents - Nearly any creature on Athas could be a potential wild talent and hero's more so. The base % for heroes having a wild talent is 25% and you add 2.5% for every +1 in either Constitution, Intelligence, Wisdom or Charisma. Example- A wizard with a 14 Con, 16 Int, 12 Wis and 12 Cha would have a 43% chance after rounding up 42.5%. Wild Talent chart is in the Handout section. Athas Bard Spell casting has been removed from the Bard and is now replaced by Master Poisoning. You begin knowing how to use the Poisoners Kit and the making of Bardic poison. Bardic Poison is highly caustic/acidic, even those normally immune to poison feel its sting. Only Bards can use them and not destroy their weapons and hurt themselves in the process of using it. The poison can be applied to any slashing or piercing weapon. As your bardic knowledge grows, the stronger the poison you can make. At level 1, your poison does 1d4 damage on hit. The damage increases by 1d4 every 2 levels, to a max of 10d4 at level 19. If you can get someone to ingest the poison, the die increases to d8's. Magical Secrets stays the same with one difference. The spells you have learned from other classes can only be used 1 time per long rest. Additional Magical Secrets works the same as Magical Secrets. Battle Magic has been replaced by Lotus overload. With a little tweaking the Valor Bard is able to alter the Bardic poison and ingest it as a bonus action. He may decide if it is a Potion of Fire Breath, a Potion of Heroism or a Potion of Invulnerability. He must finish a long rest before ingesting the poison again or risk certain death.
I'm really very interested in this