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[LFP] [AD&D 2E] [Dark Sun] [DISCORD] [18+] The Epic of Athas

Athas is a harsh world. Use your wits and cunning to survive in this harshest of worlds. This campaign is a little different than my Greyhawk Ruins dungeon delve campaign as it focuses more on in-depth role-play to flesh out a story in the wasteland of Athas. I stick to the 2nd Edition ruleset with the updated psionics system because of the plethora of Dark Sun Materials already adapted to that game system. This game really takes into account the players' backstories to build a meaningful and dramatic imprint on this world. There are a lot of discoveries and mysteries to uncover as much of Athas has a forgotten history. All of the sorcerer kings from the original boxed set are alive and the events of the prism pentad do not take place.
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Since this is a pretty heavy Role Play type of game, here are some cultural motivations from the Dark Sun world that can be drawn from A dwarf's role-playing revolves around his or her focus An elf's role-playing revolves around his or her self-reliance and relationships with outsiders; outsiders include anyone not of the elf's tribe—even other elves. Seeking acceptance among humans and elves is important to every half-elf , though each will vehemently deny it - many times a half-elf will try to find the history of their origins and reconcile their dual-nature Adopting the lifestyles of others gives a half-giant purpose. A half-giant will usually seek out the most charismatic, or competent character in the group and attempt to emulate their mannerisms, dress, weapons, and persona.  Halflings have a strong affinity with nature. A halfling will always seek to think in terms of the natural order of things and hate defilers with a passion. A halfling's perspective is that all things live in a balance with nature and they are primally attached to Athas itself  A mul's ability to exert himself or herself physically over long periods of time is a matter of pride for the half-dwarf. Born sterile, family bonds matter less to the mul than reaching the pinnacle of self performance, but they will be fiercely loyal to their friends. A thri-kreen's natural combat abilities are formidable and shouldn't be overlooked in favor of humanoid tactics. Thri-kreen are pack creatures and view others companions as members of the pack. Taking an insect mentality to life is a thri-kreen's ethos
i am interested in joining you but i will need help making a character in 2e because all i have ever played is 5e. i also had an idea for a character a human fighter who had grown up in a shanty town were people to poor to live in the slums of a big city. the towns name was oustland it was bult far in to undeveloped lands survival was hard the only reason the town survived was because of an agreement with a clan of kobolds and a goblin camp. the cooperation of these three places was the only way that any of them had any chance of survival. when playing in the woods with his little sister they got lost and found there way back to find all three groups had been slatered and the only thing they found was a symbol of an eye with in an eye.
Awesome Jonathan - I sent you a link and some notes. Character concept is good; we'll just have to adjust for the races that exist on Athas (mysteriously no goblins or kobolds....why? something else to uncover amongst the sordid mysteries of the past)
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Interested.   Old school gamer here and born on AD&D.  Never had a chance to dive into Dark Sun.  Just need to know day and time.  I will say, if its Friday nights,  might have a few more interested  :)
Hey Teddy - Possibly I can do a Friday Eve type game. I was looking to run something during the week when I have off due to this whole situation. - I may gauge interest in the Thursday afternoon or decide on a Friday game.
I follow the AD&D 2e rules pretty consistently with some changes. I use the updated psionics rules from the 2nd edition of the dark-sun ruleset. Also -  I start characters at Level one but I allow for 3HD at level one (rather than starting characters at 3rd level) First HD is max HP, 2nd and 3rd are whatever are rolled. 4d4+4 are for stats. Allowed Player Races: Human, Mul, Dwarf, Elf, Half-Giant, Thri-Kreen, Halfling, Half-Elf
Hello, I am interested in playing Dark Sun. LOVE and Collect the Setting. Had a small in-person group with step-brother but with Covid we haven't played for ~1.5mo. I haven't played much other than our group (box, freedom, and just started road to urik), and about a month with a facebook group, Still kind of learning different rule sets. I probably prefer 2e (from the 1 time i played in '94), recently a homebrew rules (forget what bro was using), and then watched youtube group and we just switched to Dungeon World. New to roll20, but this looks awesome. I would love to play a DS game on here to see how you do it. Open to character type/race. Adam. Just depends on times and days (though I am probably 100% flexible. lol)
Due to some scheduling issues we've had a slot open up. The story so far: A Human fighter with a long braid, a hidden arm and an aire of mystery and deep pain An agile elf, shorter than most with pale skin of the moon Ral and a penchant for seeking out a score A mystical elf of unknown origins who radiates a faint aura of power and knowing A battle-hardened muscled human gladiator that has an intrinsic affinity for animals A strange insect-man with no ability to speak, but with an odd desire to protect the pack The party came together when a series of events got them involved in a plot involving the Moon-God Tektuktitlay's Moon Priests searching through a part of Draj for something. The party managed to subdue the lead Moon Priest and his half giant retinue before finding a secret alcove under the wanted person's abode. The party located a mystical silt-colored egg-shaped artifact and surreptitiously fled to the elven market to escape Draj. The party is now making their way into the wilds towards a place known as Fort Ebon. For centuries Fort Ebon was known as a staging area by the Merchant House Tsalaxa until it was mysteriously destroyed some decades ago. Rumor was it was an upstart merchant house attempting to sabotage the House. Others say the vengeful Tsalaxa family destroyed their own fort rather than lose it to an emerging rival. One thing is for certain. House Tsalaxa still stands... But the other competing house has faded into distant memory. The ruins of the Fort however remain standing; a bad omen some say.
I'm interested in joining the game as well if the extra slot is till open. I've run Dark Sun 2e for a number of years but always am looking to play in it. I've got a few ideas floating around for a characters. If you are using applicable kits in various players' guides, excellent. I look forward to hearing from you.
We had a player have to drop suddenly - There is a multi-class preserver/thief elf available to play if anyone is interested in taking over a character. Level 4-5
I have many years experience with 2nd Edition and would be happy to take the character over. I'm looking to get some table time in over roll20 so I can set up my own campaigns. DM me if your interested in me joining.  Kind Regards Lillith Wight (Paul Matheron)
We have an opening - the cross-Atlantic timezone difference was too difficult to surmount. But the character is very interesting and if you want to take over on Thursdays let me know. APPEARANCE   Age:  42 Height:  1,98 m Weight:  78 kg Eyes:  Grey, cold and lifeless Skin:  Dark amber Hair:  Mohawk, darkest black   TRAITS AND PERSONALITY   Haaku is a cold and calculating individual and always has an air of control about him. Every move he makes or word he speaks is weighed to achieve the desired effect. He never allows emotions or circumstances, no matter how dire, to master him. He tirelessly maintains himself in top condition and constantly seeks to improve his arcane skills.  He believes himself to be impossibly handsome and is obsessively narcissistic, so he wears the terrifying Agharoth's Mask to protect his face from scarring or bruising during battle. Haaku is also terribly cunning, able to outthink as well as outfight his opponents.  Ruthless and unstoppable when it comes to his goals, Haaku is a sneaky and deadly warrior, who prefers to stay hidden in the shadows and fight from there, striking down his enemies by surprise, when they least expect it.  He sees the world as a hateful place where everyone exploits everyone else unless they are too weak to do so; to survive, one must possess the power to exploit others and the ruthlessness to do so without allowing emotions to encumber you.   BACKSTORY   Losing his parents to a mysterious illness at a young age, Haaku was left alone, wandering the streets of Balic and trying to survive in all kinds of manners, some considered illegal. He was quickly noticed and taken as an orphan by the Elves of the secretive Shadows organization. Firstly unwelcome and seen as an outsider with no place in the tribe, the boy was kept alive only because of the trust put in him by the legendary leader of the Shadows, Darzus. Make no mistake, it was not love that kept Darzus from leaving the kid to starve to death, but a strong sense that something great will become of him, a sensation Darzus could not ignore. He always trusted his instincts and he was always right. This time, it wouldn't be any different. But it was going to be. Growing up, Haaku was thought the way of the Shadows directly by Darzus. He learned to track, observe, stalk and recognize all the rare opportunities that this cruel world presented. He learned to fight and kill. He learned the ways of the arcane, step by step, under constant scrutiny from the Shadows master Wizard, the ever dangerous Deryssa, showing constant progress and bringing a very rare smile on Darzus's face with every step forward. Deryssa spent a lot of time teaching young Haaku how to hide his arcane skills in plain sight as well, always insisting it is the most important thing to master, in order to preserve his own life in a world where arcane magic is punished with death. As the years passed, Haaku became one of the most important members of the tribe. His sharp mind was always spot on and his actions helped raise the Shadows to new heights. He became Darzus's right hand, trusted advisor and companion of many battles. His name stroke fear in the hearts of all men who ever wronged the Shadows, and the world was his for the taking. He was never the assassin who attacks for sheer pleasure, contract, plunder and loot being simply bonuses, and he rarely used his arcane skills to defile the land around him, trying to preserve it instead. It was an odd characteristic indeed for a sworn Shadow, but the tribe didn't care, as long as he brought them to victory after victory. Then, he fell in love. She was beautiful, a ray of bright sunshine beneath a dark, crimson sky. As time went by, Haaku's mind was consumed by, until then, unknown feelings he had towards her, and Darzus started to notice it. It didn't ever affect Haaku's prowess in battle and his tactical, superior battle mind, but Darzus did not agree.   One day, he presented Haaku with a choice. A life of glory and riches, or a life with her, far from the tribe. Haaku chose the latter, and Darzus didn't hold on to his part of the deal. Angry, offended and hurt, he felt betrayed like no time before in his life. By his hand, he dismembered Haaku's love in front of his eyes, beating Haaku to the brink of life immediately after that. Unconscious and dying, Haaku was brought to the same place he was found wandering years and years before, and left in a dark alley to rot. But, life had other plans...
This opening would take over this character. Serious RP since there is a ton of story-based character development.