The Inheiritance of the Crimson Sun (Legacy of Fire AP in Dark Sun)

Game Master Sebecloki

Maps and Images:

Battlemaps:

The Lair of Kchac'Thraa the Inimitable: Shraagroom's Sporulation Chamber -- Battlemap: Round 4
The Lair of Kchac'Thraa the Inimitable: Shraagroom's Sporulation Chamber -- Battlemap: Round 3
The Lair of Kchac'Thraa the Inimitable: Shraagroom's Sporulation Chamber -- Battlemap
The Lair of Kchac'Thraa the Inimitable: Shraagroom's Sporulation Chamber -- Plain View

The Lair of Kchac'Thraa the Inimitable: The Door to Doom -- Battlemap

pngs/pdfs of battlemaps

PNG of Map w/ Tokens
PNG of Map w/out Tokens
The Lair of Kchac'Thraa the Inimitable - The Door to Doom pdf

Current Encounter Maps:

Myceloid Cavern
Earth Drake Layer: Overview
Earth Drake Layer w/our Grid
Earth Drake Layer w/ Grid

Hex Grid

The Ruins of Kalidnay
The Ruins of Kalidnay I: The Ceramic Desert and Outskirts of New Kalid
The Ruins of Kalidnay II: Elder Kalidnay and the Diamond Mines of Khnum-Khamunkhephres
The Ruins of Kalidnay III: The Iridescent Desert and Magma Lake

Setting Maps

The Free City of Tyr
The Ruins of Yaramuke
The City State of Raam

The World of Athas

World Map I
World Map II
World Map III

The Valley of Dust and Fire
The Tyr Region
The Tyr Region and the Valley of Dust and Fire

Some additional ideas from the 'Arena' discussion forums of Athas.org that I will be using for this fan-created expansion of the Dark Sun world map include ideas from the following threads:

East side of the Sea of Silt

Beyond the Tablelands

And here are some ideas I will be incorporating in some fashion if Spelljamming ever comes up:

Dark Sun Sphere

The Tablelands and Beyond

The Tablelands I
The Tablelands II
The Tablelands and Beyond I
The Tablelands and Beyond II

Giuestenal

The Ruins of Giustenal
New Giuestenal

Chapter One: The Howl of the Carrion King

Tyr Region

The Ruins of Kalidnay Overview

The Riese: Levels 1-2
The Riese -- Side Perspective

The Scarab Hold: The Fortress of the High Templar Ahmun-Ahnpur -- Overview
The Scarab Hold: The Fortress of the High Templar Ahmun-Ahnpur -- The Spires of Apep: The Central Keep

Destiny's Chariot -- Overview
Destiny's Chariot -- Detail

Trading Post of Kelmarane I
Trading Post of Kelmarane II

Battle Market of Kelmarane -- Ground Level
Battle Market of Kelmarane -- Second Level

Temple of Elemental Earth of Kelmarane

Guard Post I
Guard Post II

Sulfuric Baths of Kelmarane -- Overview
Sulfuric Baths of Kelmarane -- Detail

Guild Hall of Kelmarane

Mills


1,951 to 2,000 of 2,201 << first < prev | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | next > last >>

Male Clockspeaker Bard 6/Clockstopper Gunislinger 6/Genius 3 (Gestalt Necrotech Necros 6)(Spellcaster Incanter 3)(Prestigious Necromant 1) | Vitality: 82/84 | Wounds: 36/36 | AC: 35 | TAC: 31 | FFAC: 28 | Fort: 16 | Refex: 19 | Will: 17 | CMD: 33
Resources:
24 Spell Points|2/3 Dancing Lights|1/1 Faerie Fire|1/1 Entangle|1/1 Glitterdust|1/1 Deep Slumber|1/1 Missive|21/27 Rounds Bardic Perform|4/10 Hypertoxins|9/9 Mythic Power|

I know I have no objections to you preventing Arcane spells. I was going to throw around some glitterdust and Faerie Fire, but you've basically got that covered.
Which, thank you, btw, I could only have hit 1/3rd the range you could.


Male Yaksha Shadow Lord Stalker 6/Harbinger 6(gestalt) Trickster 2(mythic), Mage Hunter 2
Sebecloki wrote:
Also, don't overlook the note about the range of that ability -- Hamza will only be able to see half of the area covered by the villains with a 60' range, and that's only if he's in the middle of the map or right next to them, leaving him open to the very fast moving creatures getting at him immediately.

What is revealed, if anything, from where Hamza is currently on the map?


Did you move your counter to where you want it to be (everyone needs to do this). If it's 60' radius, each hex is 5', then you can draw a 12 hex circle around yourself at the epicenter to see what's revealed.


Male Yaksha Shadow Lord Stalker 6/Harbinger 6(gestalt) Trickster 2(mythic), Mage Hunter 2

Partially moved, not my final position. What are the red lines again? I feel like you told us awhile ago(maybe when we first entered this cavern) but I forget what they mean, if anything.


They're 5ft. contour lines, with the highest point in the center; when do you think you can get a final position and act along with your assassins (for which we still don't have any stats right?)? I don't want to be pushy, but I feel like we need to really move this along soon...


Male Yaksha Shadow Lord Stalker 6/Harbinger 6(gestalt) Trickster 2(mythic), Mage Hunter 2

Tonight, I just wanted to know if those red lines meant anything important.

For the assassins, would it be okay use the PCs point buy, and a feat every level(none of the bonus feats)? I'll make them all Yaksha, no templates.

Do you think that's good?


Whatever seems good to you


Male Yaksha Shadow Lord Stalker 6/Harbinger 6(gestalt) Trickster 2(mythic), Mage Hunter 2
Cae Leonidas wrote:
Cae Leonidas wrote:

Aura of Purity(10'): Diseases, inhaled poisons, and noxious gaseous effects (such as stinking cloud) are negated.

Aura of Insight(2 rounds): +2 insight bonus on attack rolls, AC, and skill checks(Amunet-Ra, Hamza, Jimbli, Raxus, Rokan, Tyren)
Aura of Divine Favor(30'): +2 luck bonus on attack and weapon damage rolls
Aura of the Moon(50'): +2 bonus to Fortitude saves, and +4 temp HP every turn.
Fortune Hex: Re-roll any ability check, attack roll, saving throw, or skill check, taking the better result once per round(on anyone who accepted Cae's blessing)
Pointing out the buffs again, just in case.

I figured with Hamza teleporting away from the group, that he was no longer in range of the auras.


Lion Heart: Witch/Godling(6) | Vitality: 119 | Wounds: 62 | AC: 50 | T: 44 | FF: 37 | DR: 10/silver | Fort: +30 | Ref: +36 | Will: +29 | CMD: 39 | Init: 20 | Per: 22 | Speed: 150' | Low-light Vision | Darkvision: 60' | See in darkness | Immunity: Electricity / Inhaled poisons, gas, fog, or cloud-based attacks and spells | Resistance: Cold:10 |

The reminder wasn't targeted at anyone.


Male Yaksha Shadow Lord Stalker 6/Harbinger 6(gestalt) Trickster 2(mythic), Mage Hunter 2

Oh, I thought if Hamza moved out of the way of your auras, he would not longer benefit from them.


Male Thri'Kreen UMonk 5/Psychic 5|Champion 3 | Vigor 71/71 Wounds 28/28 T14 | AC:38 T:27 Fl:31 | CMB: +10 CMD: 34 | F +9 R +10 W +9 | Init +10 | Perc: +12 Sense Motive +12
Resources:
Spells: 1st 5/7 2nd 4/5 | Ki pool 4/5 | Mythic Power 8/9
Current Effects:
Mage Armor, Resist Energy (Acid), Shield

I think, since I've already stated I was leaving the game, I'll just pretend Ri'Kli'Klek didn't get that +8 and so is still dead.


Male Clockspeaker Bard 6/Clockstopper Gunislinger 6/Genius 3 (Gestalt Necrotech Necros 6)(Spellcaster Incanter 3)(Prestigious Necromant 1) | Vitality: 82/84 | Wounds: 36/36 | AC: 35 | TAC: 31 | FFAC: 28 | Fort: 16 | Refex: 19 | Will: 17 | CMD: 33
Resources:
24 Spell Points|2/3 Dancing Lights|1/1 Faerie Fire|1/1 Entangle|1/1 Glitterdust|1/1 Deep Slumber|1/1 Missive|21/27 Rounds Bardic Perform|4/10 Hypertoxins|9/9 Mythic Power|

I figured. I know it was appropriate to die at that time, I just wanted to make sure that everyone else remembered, in case anyone else ended up with the same calculations.


I updated it, they fired with additional weapons; I don't think there's anyway he survived that.

1d20 + 8 ⇒ (13) + 8 = 21
1d20 + 8 ⇒ (2) + 8 = 10
1d20 + 8 ⇒ (11) + 8 = 19
1d20 + 8 ⇒ (19) + 8 = 27
1d20 + 8 ⇒ (18) + 8 = 26
1d20 + 8 ⇒ (4) + 8 = 12
1d20 + 8 ⇒ (15) + 8 = 23
1d20 + 8 ⇒ (13) + 8 = 21


Sebecloki wrote:

I updated it, they fired with additional weapons; I don't think there's anyway he survived that.

1d20+8
1d20+8
1d20+8
1d20+8
1d20+8
1d20+8
1d20+8
1d20+8

Those numbers would fail several checks -- he's definitely dead.


I also want to point out again as I did in the gameplay thread that you need to come up with a better strategy here -- Hamza is currently shielded by his stealth, for example.

If you just stand around and lob melee attacks, I think the droids are probably capable of killing one character a turn if they focus their attacks.

The enemy isn't stupid; he was aware Itko has the ability to suppress his impressive magical abilities, so he honed and developed technological arsenal to counter that deficit.

He's hiding in his lair behind an impenetrable door, and having all his minions do the fighting while he's safe.

You need to think strategically in the same way.


Male Yaksha Shadow Lord Stalker 6/Harbinger 6(gestalt) Trickster 2(mythic), Mage Hunter 2
Sebecloki wrote:
Sebecloki wrote:

I updated it, they fired with additional weapons; I don't think there's anyway he survived that.

1d20+8
1d20+8
1d20+8
1d20+8
1d20+8
1d20+8
1d20+8
1d20+8

Those numbers would fail several checks -- he's definitely dead.

Did you add in all the bonuses to saves we're getting thanks to our allies??

I believe we get +10 to all Fort saves. +8 from Tyren and an additional +2 from Cae.

Obviously it's all up to Rik if he wants to bother rolling the saving throws, but if he decides he does, I would hope he would get to make the rolls himself.


Male Thri'Kreen UMonk 5/Psychic 5|Champion 3 | Vigor 71/71 Wounds 28/28 T14 | AC:38 T:27 Fl:31 | CMB: +10 CMD: 34 | F +9 R +10 W +9 | Init +10 | Perc: +12 Sense Motive +12
Resources:
Spells: 1st 5/7 2nd 4/5 | Ki pool 4/5 | Mythic Power 8/9
Current Effects:
Mage Armor, Resist Energy (Acid), Shield

I'm done with Ri'Kli'Klek and turning off notifications on these threads.

Have fun all!


Hamza Mīnakshi wrote:
Sebecloki wrote:
Sebecloki wrote:

I updated it, they fired with additional weapons; I don't think there's anyway he survived that.

1d20+8
1d20+8
1d20+8
1d20+8
1d20+8
1d20+8
1d20+8
1d20+8

Those numbers would fail several checks -- he's definitely dead.

Did you add in all the bonuses to saves we're getting thanks to our allies??

I believe we get +10 to all Fort saves. +8 from Tyren and an additional +2 from Cae.

Obviously it's all up to Rik if he wants to bother rolling the saving throws, but if he decides he does, I would hope he would get to make the rolls himself.

Since he doesn't want to play, I'll go ahead and roll, and those bonuses still don't get him out of one of the nanite death rays and oen plasma strike, which is 100+ damage, and will kill him.


Male Clockspeaker Bard 6/Clockstopper Gunislinger 6/Genius 3 (Gestalt Necrotech Necros 6)(Spellcaster Incanter 3)(Prestigious Necromant 1) | Vitality: 82/84 | Wounds: 36/36 | AC: 35 | TAC: 31 | FFAC: 28 | Fort: 16 | Refex: 19 | Will: 17 | CMD: 33
Resources:
24 Spell Points|2/3 Dancing Lights|1/1 Faerie Fire|1/1 Entangle|1/1 Glitterdust|1/1 Deep Slumber|1/1 Missive|21/27 Rounds Bardic Perform|4/10 Hypertoxins|9/9 Mythic Power|

--Which is fine, mind, because Ri'Kli wanted out anyway, and prolonging his being in the campaign would've kind of been a slap to his face. We just need to make sure to keep on top of numbers to saves.

With that said! I might, might, have a plan...Depending on what kind of saves we think the droid in front of us has, it has a reasonable chance of success. About 60% for the first shot, 30% for the second, and another 30% for the third, and if we can get 1 droid, we can potentially tie up a second. If we can get *two* droids, we can pretty much guarantee the droids won't be bothering us for the battle.


Tyren Lourofesh wrote:

--Which is fine, mind, because Ri'Kli wanted out anyway, and prolonging his being in the campaign would've kind of been a slap to his face. We just need to make sure to keep on top of numbers to saves.

With that said! I might, might, have a plan...Depending on what kind of saves we think the droid in front of us has, it has a reasonable chance of success. About 60% for the first shot, 30% for the second, and another 30% for the third, and if we can get 1 droid, we can potentially tie up a second. If we can get *two* droids, we can pretty much guarantee the droids won't be bothering us for the battle.

Yeah, definitely start thinking about it. Itko has to concentrate to use the magic-suppressing artifact, so he can't really do anything. His drake allies are powerful and can help, but you have a bunch of enemies in front of you, including six powerful incorporeal foes.

There are also several complicating factors the Defiler has at his disposal -- as I said, he understands he can't use magic, he saw what your party can do, and he has planned a tech-based defense on that assumption. This will not be easy, he's not stupid, and he has tactics.

This would also be a good time to put your various animal helpers and whatever to the best use since you're currently facing 60 hostiles.


Male Yaksha Shadow Lord Stalker 6/Harbinger 6(gestalt) Trickster 2(mythic), Mage Hunter 2

Just a reminder:

We have a 50% chance to hit incorporeal foes thanks to the 'Chop down the Xmas tree' rules.

My companion is fully a spellcaster, so he's rendered useless since Seb has ruled the artifact affects arcane spells as opposed to just Defiler magic.

Part of the reason I asked if his spells could be from the Umbral source was to get around the artifact.

Also, in order to speed things up, it would be helpful if we could have the stats for the droids, minions and the incorporeal lieutenants. Unsure if we'll actually end up facing the dread wraith, so you can keep those stats to yourself for now.


Hamza Mīnakshi wrote:

Just a reminder:

We have a 50% chance to hit incorporeal foes thanks to the 'Chop down the Xmas tree' rules.

My companion is fully a spellcaster, so he's rendered useless since Seb has ruled the artifact affects arcane spells as opposed to just Defiler magic.

Part of the reason I asked if his spells could be from the Umbral source was to get around the artifact.

Also, in order to speed things up, it would be helpful if we could have the stats for the droids, minions and the incorporeal lieutenants. Unsure if we'll actually end up facing the dread wraith, so you can keep those stats to yourself for now.

Well, your characters can't actually know all of that information, but I'm willing to create some stat blocks, but only on the condition no one leaps all over me criticizing my build choices since this isn't an exact science, and as long as you're also willing to create full stat blocks for the yaksha assassins.


Male Yaksha Shadow Lord Stalker 6/Harbinger 6(gestalt) Trickster 2(mythic), Mage Hunter 2

Our characters don't, but allowing your players access to them can help us in determining success, failure, and if we kill something or not.

With 60 foes, having us almost sort of co-GM this fight(at least when it's our turn) will help make things go much more quickly.

For example, say Hamza starts fighting the myceloids. Knowing that they have an AC of 45, and 80 hp(going with random numbers here) means I'll know if I can hit them or not, and if I do, when they'll die.

We obviously won't be directing the NPCs actions at all, and our PCs won't have any insight into their defenses or attacks, but knowing that say the droid Hamza is fighting has DR 30/-(again, random #) means I can help keep track of the damage dealt.


Male Clockspeaker Bard 6/Clockstopper Gunislinger 6/Genius 3 (Gestalt Necrotech Necros 6)(Spellcaster Incanter 3)(Prestigious Necromant 1) | Vitality: 82/84 | Wounds: 36/36 | AC: 35 | TAC: 31 | FFAC: 28 | Fort: 16 | Refex: 19 | Will: 17 | CMD: 33
Resources:
24 Spell Points|2/3 Dancing Lights|1/1 Faerie Fire|1/1 Entangle|1/1 Glitterdust|1/1 Deep Slumber|1/1 Missive|21/27 Rounds Bardic Perform|4/10 Hypertoxins|9/9 Mythic Power|

I don't care how the enemy's built, really, just that the result enables you to tell the story you want.


AC 39/36/36 | CMB/D 27/45 | Vig 151/151 Wnd 68/68 (20) | F+20 R +19, W +18; +2 vs. enchantments, +2 charm Init +24; Senses darkvision 120 ft., low-light vision*4; Perception +42 | Speed: 90 (Spider Climb + Dandelion Treat) | Defensive Abilities danger sense +2, evasion, uncanny dodge, vigor; DR 5/silver; Immune sleep, disease, enchan; Resist cold 10, electricity 10, fire 12; Fast Healing 2

Sorry hadn't time to respond much here, rest of the family was sick and i had to take care.

It's also a lot to catch up and relevant information split into too many ooc posts, and then the real combat posts with the info what is actually going on are lost in between.
That makes catching up and posting in an already quite complex game even more difficult.

Since i posted last there are maybe 5-7 real game posts between 50 other posts?

Right now i reached a point where i have to say this keeps me from contributing to the game, because the time needed to post is bloated up to 30-60 minutes, compared to 2-5 minutes for other games (or even less for less complex games).

Please really consider moving any discussion that is not an ingame post into the discussion thread. Everyone.
Even longer lore or whatever posts maybe.
They are still here and can be read, but they don't clock up gameplay, which might then be faster again.


AC 39/36/36 | CMB/D 27/45 | Vig 151/151 Wnd 68/68 (20) | F+20 R +19, W +18; +2 vs. enchantments, +2 charm Init +24; Senses darkvision 120 ft., low-light vision*4; Perception +42 | Speed: 90 (Spider Climb + Dandelion Treat) | Defensive Abilities danger sense +2, evasion, uncanny dodge, vigor; DR 5/silver; Immune sleep, disease, enchan; Resist cold 10, electricity 10, fire 12; Fast Healing 2

Amunet-Ra still has greater invisibility as an SU effect for several minutes, also if she moves she gets a miss chance against her on top.
Currently for everyone, even those who know where she is, miss chance is 60%.

There are 3 combat options for me:
-ranged attacks: a hail of shuriken
-attack and trip everyone i can reach with 90feet movement, or 120, then get 2 AoOs on all of them.
-Pummel one target with mythic vital strike.

What shall it be?


Male Clockspeaker Bard 6/Clockstopper Gunislinger 6/Genius 3 (Gestalt Necrotech Necros 6)(Spellcaster Incanter 3)(Prestigious Necromant 1) | Vitality: 82/84 | Wounds: 36/36 | AC: 35 | TAC: 31 | FFAC: 28 | Fort: 16 | Refex: 19 | Will: 17 | CMD: 33
Resources:
24 Spell Points|2/3 Dancing Lights|1/1 Faerie Fire|1/1 Entangle|1/1 Glitterdust|1/1 Deep Slumber|1/1 Missive|21/27 Rounds Bardic Perform|4/10 Hypertoxins|9/9 Mythic Power|

Think it's safe to say we're dealing with a lot of Auras here, so we're probably better off with the Shuriken for now.


We're still waiting for Jimbli and Rokan to go. Let's give them until tomorrow and then move on if they've not posted.


Male LN Human gestalt unchained monk/psion (kineticist) 6 | overmind 3 | Vigor 113/137 | Wound 36/36 | DR 3/-*, AC 30 t 23 ff 23 | CMB+21 CMD 36 | F+11 R+12 W+11 | Init +12 | Perc +13, SM +13 | Speed 50ft | Stunning Fist: 6/6 | Ki: 4/7 | Power Points: 31/73 | Psionic Focus: 2/2 | Mythic Power: 9/9 | Emissary: 1/1 | Eternal Hope: 1/1 | Hero points: 1 | Denied: 1/1 | Extended Attack: 8/8 | Empowered Attack: 7/7 | Active conditions: Biofeedback, Ethereal (1m)

Ah, didn't realize all the enemies had gone. Posting tonight.


Hamza Mīnakshi wrote:

Our characters don't, but allowing your players access to them can help us in determining success, failure, and if we kill something or not.

With 60 foes, having us almost sort of co-GM this fight(at least when it's our turn) will help make things go much more quickly.

For example, say Hamza starts fighting the myceloids. Knowing that they have an AC of 45, and 80 hp(going with random numbers here) means I'll know if I can hit them or not, and if I do, when they'll die.

We obviously won't be directing the NPCs actions at all, and our PCs won't have any insight into their defenses or attacks, but knowing that say the droid Hamza is fighting has DR 30/-(again, random #) means I can help keep track of the damage dealt.

I honestly don't have time to work up fully-developed and edited stat blocks.

I can give you the chassis I'm working from for each, thought the health totals will be different (and we're using Wounds/Vigor anyway), and they will also have additional abilities -- such as super speed. However, you can use this as a baseline for AC, BAB+, and Saves, as well as type-specific vulnerabilities for things like robots.

Droids

https://www.d20pfsrd.com/bestiary/monster-listings/constructs/robot/robot-a nnhiliator/

Wraiths

https://www.d20pfsrd.com/bestiary/monster-listings/undead/wraith/wraith-dre ad/

Myceloids (excluding Shragroom)

http://spheresofpower.wikidot.com/myceloid-cr-5-mr-2

Remember, you also have a pair of 33-60hd colossal earth drakes fighting with you, along with Itko.


Rokan the Ascetic wrote:
Ah, didn't realize all the enemies had gone. Posting tonight.

Am I correct that I don't have to roll until next round to see if they're trapped?


Male LN Human gestalt unchained monk/psion (kineticist) 6 | overmind 3 | Vigor 113/137 | Wound 36/36 | DR 3/-*, AC 30 t 23 ff 23 | CMB+21 CMD 36 | F+11 R+12 W+11 | Init +12 | Perc +13, SM +13 | Speed 50ft | Stunning Fist: 6/6 | Ki: 4/7 | Power Points: 31/73 | Psionic Focus: 2/2 | Mythic Power: 9/9 | Emissary: 1/1 | Eternal Hope: 1/1 | Hero points: 1 | Denied: 1/1 | Extended Attack: 8/8 | Empowered Attack: 7/7 | Active conditions: Biofeedback, Ethereal (1m)

I believe so, but they become entangled immediately. I'm taking a bit of a risk that they don't have OP reflex saves (guess I'll find out soon enough).


Male Yaksha Shadow Lord Stalker 6/Harbinger 6(gestalt) Trickster 2(mythic), Mage Hunter 2

Posting to all my games: I leave tomorrow to work Baltimore Comic Con this weekend.

I will have my laptop and phone with me so I can keep up to date, but I am hoping that since it's a lot less of an insane convention than NYCC, I will be able to get some posting done.

If I am unable to post, I will return next Mon(the 21st), but may be overly tired due to travel and might not be able to post till Tues.


Can you please go ahead and make the shadow assassin stats and give me your next round actions so we can keep this moving?


Male Yaksha Shadow Lord Stalker 6/Harbinger 6(gestalt) Trickster 2(mythic), Mage Hunter 2

I plan on posting for this game tomorrow, as I am heading to my brother's in NYC before catching a bus Thurs morning to head down to Baltimore.


Amunet-Ra wrote:

Amunet-Ra still has greater invisibility as an SU effect for several minutes, also if she moves she gets a miss chance against her on top.

Currently for everyone, even those who know where she is, miss chance is 60%.

There are 3 combat options for me:
-ranged attacks: a hail of shuriken
-attack and trip everyone i can reach with 90feet movement, or 120, then get 2 AoOs on all of them.
-Pummel one target with mythic vital strike.

What shall it be?

Just go ahead and post when you're ready, I doubt anything Jimbli will do will make a difference, let's try to keep this combat moving -- it's supposed to be exciting and fast paced.


Male Yaksha Shadow Lord Stalker 6/Harbinger 6(gestalt) Trickster 2(mythic), Mage Hunter 2

Seb, is it alright if I take my swift action from first turn before my upcoming one?


If you would be allowed to take a free action and haven't done so already, then yes:

Quote:


Swift Actions
A swift action consumes a very small amount of time, but represents a larger expenditure of effort and energy than a free action. You can perform one swift action per turn without affecting your ability to perform other actions. In that regard, a swift action is like a free action. However, you can perform only a single swift action per turn, regardless of what other actions you take. You can take a swift action any time you would normally be allowed to take a free action. Swift actions usually involve spellcasting or the activation of magic items; many characters (especially those who don't cast spells) never have an opportunity to take a swift action.

Casting a quickened spell is a swift action. In addition, casting any spell with a casting time of 1 swift action is a swift action.

Casting a spell with a casting time of 1 swift action does not provoke attacks of opportunity.


Since we're about to head into the Kalidnay ruins once we finish this combat, here's my preliminary overview of the glory that was once the grandest city in the Tablelands, excepting only Ur-Draxa:

Kalidnay Ruins Overview

The ancient metropolis was nourished by a deep lake known as the Lake of Splendor: Amenheratf-Ati, out of which issued a subterranean and terrestrial current of great size and force known as the Ouzahor River. In the caverns adjoining the underground reaches of the Ouzahor, beneath the Suq District, which hosted most mercantile activity in the city, was housed the Subaqueous Bazaar, a wonder of all the Seven Cities where the underground current gushed through several stories of subterranean stalls.

The city was surrounded by three massive walls -- that encompassing the outer city was 50ft. in thickness, and 150 in height, that surrounding the upper city was 100ft. in thickness and 300 in height. and almost unimaginably large walls of the Citadel were 100ft. in thickness and 500 in height, casting a great shadow over most of the palaces and temples which it guarded.

The Lower City contained a large dwarven district, a hold over from the ancient settlements of the little ones centered on the Diamond Mines which had been incorporated into the later human settlements.

The great spire of the Temple of the Great Mother was visible from the heights of the Citadel throughout the vast city, whose population was said to be somewhere between a million and a half and three million souls.

All this, of course, came to a stark end when the city was assaulted by the combined legions of Balic, Raam, Tyr, Urik, Nibenay, Gulg, and Draj.


Male Clockspeaker Bard 6/Clockstopper Gunislinger 6/Genius 3 (Gestalt Necrotech Necros 6)(Spellcaster Incanter 3)(Prestigious Necromant 1) | Vitality: 82/84 | Wounds: 36/36 | AC: 35 | TAC: 31 | FFAC: 28 | Fort: 16 | Refex: 19 | Will: 17 | CMD: 33
Resources:
24 Spell Points|2/3 Dancing Lights|1/1 Faerie Fire|1/1 Entangle|1/1 Glitterdust|1/1 Deep Slumber|1/1 Missive|21/27 Rounds Bardic Perform|4/10 Hypertoxins|9/9 Mythic Power|

I actually beg to disagree. Jimbli, I don't know if your druid's repertoire has anything that can do this, but if you know any stat or save debuffs, especially ones that can be applied in an area, now would be the absolute perfect time to deliver them.

Alternatively, if you can set up any defenses--Cover to break up cone attacks, such as Stone Shape or anything like that--This would be a good time for that, too.


Tyren Lourofesh wrote:

I actually beg to disagree. Jimbli, I don't know if your druid's repertoire has anything that can do this, but if you know any stat or save debuffs, especially ones that can be applied in an area, now would be the absolute perfect time to deliver them.

Alternatively, if you can set up any defenses--Cover to break up cone attacks, such as Stone Shape or anything like that--This would be a good time for that, too.

Did Jimbli post something, I can't see it?


Okay, Itko and his drakes have acted, you Amunet and Hamza are up again.


Male Yaksha Shadow Lord Stalker 6/Harbinger 6(gestalt) Trickster 2(mythic), Mage Hunter 2

I'm going to wait on Amunet, as depending on her attack, it might alter Hamza's actions somewhat.


Important notice: I have moved the battlemap to the below-posed link, which I've updated in the images and tabs as well. Please go there for the future.

Battlemap Link: Myecloid Cavern Battlemap


Also, I have to alter the actions just a tad -- only one of the drakes can go super sayian, there's literally not space for the other to double in size. As it is, the one is completely filling the way the PCs entered, and will basically have to stay stationary and swat at stuff until enough things are dead that she can move.


I fiddled with the map some more -- the hexes are once again 2.5 ft., but I made it so you don't have to change the size of any of the icons.

Please be careful moving stuff, it was very hard to get everything in the right position!


Also, can everyone please also put their animal companions and stuff on the map too? There's a bluish--undead looking figure -- does anyone know who that's supposed to be? I'm trying to clear out all the dearly departed.

Tyren should still have some robots and undead servitors that aren't show.

Cae has the lizard

Hamza, can you please paste in your familiar and the 24 assassins?


Amunet-Ra wrote:

Amunet-Ra still has greater invisibility as an SU effect for several minutes, also if she moves she gets a miss chance against her on top.

Currently for everyone, even those who know where she is, miss chance is 60%.

There are 3 combat options for me:
-ranged attacks: a hail of shuriken
-attack and trip everyone i can reach with 90feet movement, or 120, then get 2 AoOs on all of them.
-Pummel one target with mythic vital strike.

What shall it be?

I specifically put a lot of myceloids in this encounter because you told me before you wanted an opportunity to throw around mooks, just to let you know that.


AC 39/36/36 | CMB/D 27/45 | Vig 151/151 Wnd 68/68 (20) | F+20 R +19, W +18; +2 vs. enchantments, +2 charm Init +24; Senses darkvision 120 ft., low-light vision*4; Perception +42 | Speed: 90 (Spider Climb + Dandelion Treat) | Defensive Abilities danger sense +2, evasion, uncanny dodge, vigor; DR 5/silver; Immune sleep, disease, enchan; Resist cold 10, electricity 10, fire 12; Fast Healing 2

Yeah i reckoned as much, thanks!

Just had a very busy time lately with the other half of the family being sick, office moving to a new place and kids birthday party today.
Gonna post tonight if i don't fall asleep or tomorrow latest.


Those things in the walls are gun turrets -- they're about half-way up the wall, all around.

@Jimbli -- I need dimensions for the sonic wall; I figured out reading the description that it's 180ft. long because it's 100ft. + 10/level (at level 8), but I'm not sure how thick or high it's supposed to be, and this will come up. I made an image for it -- note it cuts through some creatures but it's not big enough to actually divide the room in half based on where you said it's located. I especially need to know if creatures can fly over it.

1,951 to 2,000 of 2,201 << first < prev | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Legacy of the Dark Sun -- Legacy of Fire AP in Dark Sun Discussion All Messageboards

Want to post a reply? Sign in.