Serinbaal the Lands of Torment ("Dark Sun" Homebrew Pathfinder 1e)

Game Master Sebecloki

Maps and Images:

Battlemaps:

Current Encounter Maps:

Plaza of Power: Sideview
Plaza of Power
Tarek Camp

The Lair of Kchac'Thraa the Inimitable: Overview

Shraagroom's Sporulation Chamber -- Battlemap: Round 6
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


2,101 to 2,150 of 2,837 << first < prev | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | next > last >>

Male Yaksha Shadow Lord Stalker 10/Harbinger 10(gestalt) Trickster 2(mythic), Mage Hunter 2
Sebecloki wrote:

That link about delay action reads to me like you can reduce your initiative, not do some actions at one initiative, and some at another. Your entire group should act on the same initiative, or they should roll separately, it seems to me -- is there another part of this you're looking at?

I was assuming I could have the assassins go separately from Hamza, which doesn't seem like a big deal, especially since I'm controlling them.

So, Hamza and my familiar would go on his count, and the assassins would go on their own count. According to that link, I can choose exactly when they go. I figure end of the round is fair and makes sense.


If we're going to do that, let's roll an Initiative for the group of assassins and say they delayed this round. The wraith apprentices hovering are 75' in the air.

I want to try to make them more individual in abilities and give them all names. When are you planning on posting -- I can whip up something by Monday morning.


Lion Heart: CG Witch/Bard(10) | Vitality: 218 | Wounds: 144/31 | AC: 66| T: 60 | FF: 29 | DR: 10/silver | Fort: 46 | Ref: 46 | Will: 49 | CMD: 38 | Init: 51 | Per: 46 | Speed: 70' | Darkvision: 60' | See in darkness | Low-light Vision |
Hamza Mīnakshi wrote:

Also, while it won't matter too much, we have +4 temporary hit points I believe per round from Cae?

Correct.


AC 29/27/21 | hp 90 | F+11*, R+14*, W+8* | Defensive Abilities evasion; Immune sleep, disease | Weaknesses light sensitivity Init +10 | Senses darkvision 60 ft., low-light vision; Perception +15 (14 on vision-based Perception checks.) Pic 1 | Pic 2 |
Sebecloki wrote:
Rokan the Ascetic wrote:
posted. a bit more of a defensive turn, but now he can get around easily avoiding a lot of targeting and unloading energy attacks.

You can't edit the map b/c I turned that feature off; people are messing up the layers whenever they move anything, so I'm taking over all map duties. It's taking me 1/2 an hour to fix it every time someone moves, so I just need to do it myself for now. I will update the map with the effect.

Anyone else who sees something that needs to be changed, let me know and I will update.

Using roll20 would effectively fix that issue.


Amunet-Ra wrote:
Sebecloki wrote:
Rokan the Ascetic wrote:
posted. a bit more of a defensive turn, but now he can get around easily avoiding a lot of targeting and unloading energy attacks.

You can't edit the map b/c I turned that feature off; people are messing up the layers whenever they move anything, so I'm taking over all map duties. It's taking me 1/2 an hour to fix it every time someone moves, so I just need to do it myself for now. I will update the map with the effect.

Anyone else who sees something that needs to be changed, let me know and I will update.

Using roll20 would effectively fix that issue.

I can try to play around with it some more; one issue is I like to continuously edit my maps, and I think you need to settle on a final image for roll20


Male Yaksha Shadow Lord Stalker 10/Harbinger 10(gestalt) Trickster 2(mythic), Mage Hunter 2
Sebecloki wrote:

If we're going to do that, let's roll an Initiative for the group of assassins and say they delayed this round. The wraith apprentices hovering are 75' in the air.

I want to try to make them more individual in abilities and give them all names. When are you planning on posting -- I can whip up something by Monday morning.

I was not intending to make them specific individuals with unique builds, as that would take a lot of work for NPCs that might not survive this fight.

However, should they make it out alive, and we decide to use them more beyond this one scene, I can certainly work on making some of them more individual.


Hamza Mīnakshi wrote:
Sebecloki wrote:

If we're going to do that, let's roll an Initiative for the group of assassins and say they delayed this round. The wraith apprentices hovering are 75' in the air.

I want to try to make them more individual in abilities and give them all names. When are you planning on posting -- I can whip up something by Monday morning.

I was not intending to make them specific individuals with unique builds, as that would take a lot of work for NPCs that might not survive this fight.

However, should they make it out alive, and we decide to use them more beyond this one scene, I can certainly work on making some of them more individual.

That didn't come out right -- I'm talking about the defiler's apprentices abilities, not those of your assassins -- I want to work on them a bit more. I'm leaning towards making them more like flying mummies than wraiths right now, still looking at options.


Male Yaksha Shadow Lord Stalker 10/Harbinger 10(gestalt) Trickster 2(mythic), Mage Hunter 2

Are robots rather common in this setting? The assassins have access to a discipline that normally deals fire damage, but can opt to switch elements(Hamza has cold, as it's fits his shadow/darkness theme). If robots are often encountered, it might make sense for them to have mastered the electricity variant, as robots are vulnerable to it.


I am planning on adding a lot of sci-fi stuff in; I'm not sure I'd say its common, just that your adventures will intersect with that element of the world a good deal.

My concept is that the Runelords world was 65 million years before this one, and that the current setting is sort of like Numenera, with remnants of a high tech civilization in various places, and sort of a Stargate-esque feel to the whole thing. In some ways, this could be thought of as a kind of Starfinder kind of a setting.


Male Yaksha Shadow Lord Stalker 10/Harbinger 10(gestalt) Trickster 2(mythic), Mage Hunter 2
Sebecloki wrote:

I am planning on adding a lot of sci-fi stuff in; I'm not sure I'd say its common, just that your adventures will intersect with that element of the world a good deal.

My concept is that the Runelords world was 65 million years before this one, and that the current setting is sort of like Numenera, with remnants of a high tech civilization in various places, and sort of a Stargate-esque feel to the whole thing. In some ways, this could be thought of as a kind of Starfinder kind of a setting.

That's rather interesting. How does your Numenera game fit into this, if at all? And out of curiosity, will the Kobold game take place concurrently to this Dark Sun game, or at different point in time(past or future)?


The kobold game would be about the same time period, maybe a few months ahead in time.

I imagine the ninth world of numenera, the arcana evolved planet, and the planets of the athera setting are somewhere in this galaxy along with all the star drive Alternity planets, such as the Medurr Imperium.


Male Yaksha Shadow Lord Stalker 10/Harbinger 10(gestalt) Trickster 2(mythic), Mage Hunter 2

If that's the case, I think it might be a good idea to unify all the character creation rules. Obviously the Kobold game has it's own unique rules, but I think for the most part everything should be uniform.

That way, it's a bit easier for those of us who are making new characters to put something together if we're all using the same rules across multiple games.

I believe you're already leaning that way, but I figure I would lend my opinion as well.

The rules you have for this game are really solid and make a good base. I would start by using them for all your games. Most are already in use, but a few(the extra feats, HOPF at every level, the template(s), etc) aren't in every game.

Beyond that, I would suggest porting over some of the other rules to all your games. For example, gestalt mythic paths and the bonus double archetypes from your Numenera game.

I'm not sure if you should also adopt ABP and the Xmas tree rules to all the games, as there's different settings with different wealth, but it might be something to consider.


1 person marked this as a favorite.
Hamza Mīnakshi wrote:

If that's the case, I think it might be a good idea to unify all the character creation rules. Obviously the Kobold game has it's own unique rules, but I think for the most part everything should be uniform.

That way, it's a bit easier for those of us who are making new characters to put something together if we're all using the same rules across multiple games.

I believe you're already leaning that way, but I figure I would lend my opinion as well.

The rules you have for this game are really solid and make a good base. I would start by using them for all your games. Most are already in use, but a few(the extra feats, HOPF at every level, the template(s), etc) aren't in every game.

Beyond that, I would suggest porting over some of the other rules to all your games. For example, gestalt mythic paths and the bonus double archetypes from your Numenera game.

I'm not sure if you should also adopt ABP and the Xmas tree rules to all the games, as there's different settings with different wealth, but it might be something to consider.

I'm planning on gradually doing that -- I want to get the other games back up and running before I start tinkering with anything.

I'm also reconsidering health calculation -- I think observing this battle that the PCs need more health points to meet appropriately challenging monsters. I'm considering making vitality AC + DEX + CON at each level.

One reason I want mostly the same group in each game is I want to have the possibility of crossovers, like this was a kind of multiverse, and characters from one game could meet those from another in some scenario.

These ideas are all things I've slowly developed by tinkering with things and reading house rules. I really should try to put together a comprehensive house rules document, as this is almost becoming my own edition/version of Pathfinder.

My game concept is something like Sanderson's cosmere -- though the connections between all the settings won't be 100% identifiable. For example, the 9th world could be a distant future of this same planet OR earth, or a version of earth recreated by aliens after it was destroyed, or something else. It might be in the far future, the far past, or in a pocket dimension outside of time -- no one really knows.


One example is from the current confrontation -- the droids were originally built by VoidCorp, which is a sinister conglomerate in StarDrive. They were allies of the Stoneburners and their client races. There are other VoidCorp artifacts on the planet of Athas/Khitus/Serital, which suggests they took part somehow in one of the early wars in the Blue Age between the agents of the Glassmakers and Stoneburners.

Seshayans are a weird many eyed swamp race from StarDrive -- there are tribes of them in certain locales on this planet, which also suggests a connection, though exactly how they got there is unclear.


Updated with 'apprentice' stats. They are all a unique form of Athasian undead I created called a 'drought bringer', which is a species of 'bug-dead'. I created their stats by combining elements of a mythic drought mummy from a 3rd. pp. publication with the hunefer from the 3.0/3.5 epic bestiary -- their stats may seem kind of crazy, but I think the assassins still killed one in a single round, so I don't think I'm completely off base here.

Since I decided they are mummies instead of wraiths, they can't fly and so I pasted in a platform they're standing on that's floating 60-75' in the air.

They are still under the cloak of a Greater Invisibility -- Hamza's purge didn't effect them. Amunet can see them, but no one else, as far as I know. We need to establish if there is a way for the assassins to target them.


Also, to update the concept of how these worlds are related -- I'm drawing a lot of ideas from New Age thought and conspiracy theories.

There's a popular concept called a 'break away' civilization which posits that Nazis after wwII colonized the moon and or mars and that UFO sightings are based on these civilizations. In this cosmology, human civilization is millions or trillions of years old, and is periodically wiped out and reestablished by humans that exist in parallel dimensions or other planets, which are equivalent to bliss worlds in buddhist thought, recolonizing the destroyed planet.

The humans of Athas might have been reintroduced to the planet after being wiped out previously, perhaps even multiple times.

I'm also working with a model of reincarnation from Scientology that the next incarnation can be at a previous point in time -- consequently, a character from the 'far-future' (Athas/Khitus/Serital) could, under some circumstances, be 'reincarnated' 65 million years prior during the Runelords/Calidastara-era, and vice versa.

The relationship of all these planets is unclear -- they have similar continent shapes which are somehow rearranged. There are several possibilities such as:

They are all the same planet at different points in time. It seems likely Calidastara is the earliest, Athas is the latest, and the Ninth world is somewhere in the middle, but that's open to debate.

One or more is a 'copy' of the other made by some powerful intelligence, either organic or robotic, and then placed in some far corner of the galaxy. For example, a super computer may have copied Calidastara and recreated it in another solar system, and that planet ended up being Athas/Khitus/Serital.

One or more is an arcane or computer simulation of the other -- something like the Matrix. For example, Calidastara might be a psionic pocket dimension created by powerful psions on Athas/Khitus/Serital, and the entirety of the setting is a dream of these persons/entities.


Male Yaksha Shadow Lord Stalker 10/Harbinger 10(gestalt) Trickster 2(mythic), Mage Hunter 2

Undead are no longer immune to critical hits or sneak attacks in Pathfinder. Been this way from the very beginning.

Also, since they know they're fighting invisible foes, it would make sense for the assassins to manifest Touchsight. They have an ability that lets them manifest a power as part of a swift action when initiating a martial strike.

So, when they first used Shadow Feather Strike, they manifested Touchsight allowing them to target the mummies.


Hamza Mīnakshi wrote:

Undead are no longer immune to critical hits or sneak attacks in Pathfinder. Been this way from the very beginning.

Also, since they know they're fighting invisible foes, it would make sense for the assassins to manifest Touchsight. They have an ability that lets them manifest a power as part of a swift action when initiating a martial strike.

So, when they first used Shadow Feather Strike, they manifested Touchsight allowing them to target the mummies.

OK, then one is dead. Itko and the drakes can see you're handling stuff just fine, so they're just saying mum for right now, and let you do all the heavy lifting (as I indicated, they're members of a mafia-like group, they're opportunistically helpful, not altruistic or self sacrificial). Itko will continue focusing to remove the arcane spell casting abilities in the area, while the drakes will continue themselves to hang out invisibly, away from the enemies, in case they're needed.

Amunet can go next then. Begin Round 3.

EDIT: Also, remember that Hamza is stuck behind the blast doors that lead to the Door to Doom. He's completely separate, behind complete cover, from everyone else, and so can't effect the current battle at all, as far as I know RAW.


Hamza Mīnakshi wrote:

If that's the case, I think it might be a good idea to unify all the character creation rules. Obviously the Kobold game has it's own unique rules, but I think for the most part everything should be uniform.

That way, it's a bit easier for those of us who are making new characters to put something together if we're all using the same rules across multiple games.

I believe you're already leaning that way, but I figure I would lend my opinion as well.

The rules you have for this game are really solid and make a good base. I would start by using them for all your games. Most are already in use, but a few(the extra feats, HOPF at every level, the template(s), etc) aren't in every game.

Beyond that, I would suggest porting over some of the other rules to all your games. For example, gestalt mythic paths and the bonus double archetypes from your Numenera game.

I'm not sure if you should also adopt ABP and the Xmas tree rules to all the games, as there's different settings with different wealth, but it might be something to consider.

I think once this lengthy battle is over (which includes clearing out the Door to Doom, and a couple of facilities like a lab linked to it, so we're still a few weeks off from that), I'm going to forfend giving any more levels, and instead make a couple of these tweaks like the gestalt archetypes and mythic paths. I want to finish tweaking these house rules in this game to a final version before I offload them to the others. I need to update my other house rules files as well. I think I'm almost at the point where I know how to build the monsters, so I want to keep the PCs at about the same level while I fine tune this.


Hamza Mīnakshi wrote:

Undead are no longer immune to critical hits or sneak attacks in Pathfinder. Been this way from the very beginning.

Also, since they know they're fighting invisible foes, it would make sense for the assassins to manifest Touchsight. They have an ability that lets them manifest a power as part of a swift action when initiating a martial strike.

So, when they first used Shadow Feather Strike, they manifested Touchsight allowing them to target the mummies.

Roll initiative for the assassins before we begin this next round.


Male LN Human gestalt unchained monk/psion (kineticist) 12 | overmind 3 | Vigor 746/746 | Wound 76/76 | DR 3/-*, AC 51 t 42 ff 32 | CMB+61 CMD 71 | F+42 R+45 W+34 | Init +41 | Perc +21, SM +21 | Speed 70ft | Stunning Fist: 12/12 | Ki: 12/12 | Power Points: 182/182 | Psionic Focus: 2/2 | Mythic Power: 9/9 | Emissary: 1/1 | Eternal Hope: 1/1 | Hero points: 1 | Denied: 1/1 | Empowered Attack: 2/2 | Extended Attack: 3/3 | Widen Attack: 3/3 | Extra Meta-Attacks: 5/5 | Active conditions: Biofeedback, Ethereal (1m)

Hey folks. This is an FYI that I'm going to be away on a camping trip this weekend Nov2-3 (US/Pacific time), and unable to post until I return on the evening of the 3rd. Please bot as necessary.


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:
22 Spell Points|2/3 Dancing Lights|0/1 Faerie Fire|1/1 Entangle|1/1 Glitterdust|1/1 Deep Slumber|1/1 Missive|14/27 Rounds Bardic Perform|4/10 Hypertoxins|7/9 Mythic Power|

If nobody else wants to give it a shot, I can bot.


Tyren Lourofesh wrote:
If nobody else wants to give it a shot, I can bot.

To keep this moving I anoint you the the boter.


Male LN Human gestalt unchained monk/psion (kineticist) 12 | overmind 3 | Vigor 746/746 | Wound 76/76 | DR 3/-*, AC 51 t 42 ff 32 | CMB+61 CMD 71 | F+42 R+45 W+34 | Init +41 | Perc +21, SM +21 | Speed 70ft | Stunning Fist: 12/12 | Ki: 12/12 | Power Points: 182/182 | Psionic Focus: 2/2 | Mythic Power: 9/9 | Emissary: 1/1 | Eternal Hope: 1/1 | Hero points: 1 | Denied: 1/1 | Empowered Attack: 2/2 | Extended Attack: 3/3 | Widen Attack: 3/3 | Extra Meta-Attacks: 5/5 | Active conditions: Biofeedback, Ethereal (1m)

If my turn can come up before the weekend I suspect it would not be necessary.


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:
22 Spell Points|2/3 Dancing Lights|0/1 Faerie Fire|1/1 Entangle|1/1 Glitterdust|1/1 Deep Slumber|1/1 Missive|14/27 Rounds Bardic Perform|4/10 Hypertoxins|7/9 Mythic Power|

Alright, I'll give it my best shot. I'll have something up before 9.


Welcome Tenro as Hamza's familiar -- I don't have access to your character sheet, could you alter the permissions perhaps?

Also, what's up with the text of your post, it's like extremely blurry or something.


M Humanborn

yeah if you request permission or give me your email i will add you to the sheet access.

the text was supposed to be like edritch font. i use it for a lot of stuff so i had forgotten how hard it was for everyone else to read. i put a translation but really only Hamza would know the language since it is the master-familiar speech


I think I just requested permission.

Also PM me any questions about plot and whatever -- we're 3,000 posts into this game, and there's kind of a lot of stuff. I can help clarify things.


M Humanborn

access settings changed, you should be able to see it now. as i think of questions i will ask them. all i can think of now is why are we in the place we are in?

the spreadsheet autocalculates stuff, absolutely required in a game such as this one with all the rules and all that. thats why sometimes spacing is weird, but all autocalculating boxes aside from those on the first sheet are outlined cells

just realized i forgot equipment. oh well working on that now. was too excited to join hahaha


They are currently in an ancient kreen tomb.

Basically, it is the tomb of the Champions of the kreen equivalent of Rajaat -- an ancient defiler and naturebender known by many names, including the Red God. The Red God was an ally of Rajaat in the Cleansing Wars.

This tomb is on the outskirts of the Kalidnay ruins, in the territory of a tribe of elves known as the Serpent Singers.

The players made a deal with the Serpent Singer Dreadseer, a leader of the tribe, to find some elven artifacts in the tomb. In exchange, she's going to give them aura-reading powers, which is the only way to detect the dray spies of Dregoth, who have infiltrated all the city-states through a mystery cult. They wear the ripped off skins of cultists they have deceived.

The dray are one faction, alongside many others, that are interested in the Kalidnay ruins.

One of the players -- Rokan -- was part of an expedition from Tyr that got stopped by a former apprentice of Dregoth. This entity, the t'liz Faalcuun the Magnificent, told him that the black orbs of Kalid-Ma have woken up and activated an interdimensional portal that has brought strange travelers to the ruins of Kalidnay. The players have to shut it down or Athas is going to be invaded by several powerful external forces.

Inside the tomb, the players met a kreen wraith who is the chief disciple of Kla'Tra'Yi, one of the Champions of the Red God. He tried to get them to repossess an intradimensional grotto controlled by some Earth Drakes. They met a druid yakuza member from Yaramuke there who instead offered to help them kill the wraith. They're currently fighting the wraith and its allies. It built a layer over an ancient droid factory and research lab, and is using those abilities to fight the players since the druid has an artifact that prevents it from casting defiling magic.

Is that enough?

EDIT: The elven artifacts are in several caches in the layer of the wraith. Once they defeat him and take the stuff, they can move on to the Kalidnay ruins.

Cae is a Balican trying to find his lost love, a noble who house has a base in the Kalidnay ruins.

Hamza is from a city in the Black and has the interests of his house in mind.

Tyren is an archaeologist from Tyr who was kidnapped by the dray and is trying to uncover their plans.

Amunet is a serpent singer who wants to gain power for her tribe.

Rokan is an agent of a Tyrian merchant house on the road to a lost trading post.


map Half-fiend Imperial Foo Cat Fey Adept(Skulker)/Incanter/Symbiat(Invidian) 6

ah cool mostly makes sense


I added some more details to the post above. There's a lot of additional details -- For instance, Cae's love is part of a LN conspiracy that's breeding psionic and magic resistant beatles and has a cohort of cerulean mages -- wizards that power their magic by focusing it through miniature dark lenses. Philosophically, they think they're combining preserving and defiling, but they're really just a weird kind of defiler mostly. The beatles are created by mutagenic defiling powers wielded by an alien intelligence worshipped by a race from another planet that is now living in the Kalidnay ruins.


Cheers everyone, we've arrived at 3,000 posts in our little game, which I think is quite a milestone!

Best of health, and earnest wishes for 3,000 more!


Male Yaksha Shadow Lord Stalker 10/Harbinger 10(gestalt) Trickster 2(mythic), Mage Hunter 2

We're not falling, we're on the back of the wasp, riding it down.


Male Weremonkey Rogue/Ranger/Trickster

Whoohoo!! Grats on 3,000 posts!!


Hamza Mīnakshi wrote:
We're not falling, we're on the back of the wasp, riding it down.

That's not how it works -- it's not canceling your ability as you try to perform it so that you stay where you had originally been -- it allows you to get up to the barrier then stops you and throws you out of the Astral Plane, so you end up smushed against the blast doors -- and in mid air.

You can teleport within the shaft, just not through the door.


Male Yaksha Shadow Lord Stalker 10/Harbinger 10(gestalt) Trickster 2(mythic), Mage Hunter 2

Sorry, I didn't think it would matter that I use the shadow plane to teleport, which is why it's since been clarified.

Would I be able to use Shadow Walk, which is an Illusion(Shadow) spell as opposed to a teleportation one? You use the shadow plane to basically planes walk.


1 person marked this as a favorite.

I ruled you can use shadow abilities. I understood teleport to mean the spell 'teleport'. This time I'm going to permit it.

The gorgon blood is an idea from 2nd edition based on the idea that their breath weapon goes into the ethereal plane. I'm confused whether teleport technically involves the astral, ethereal or both -- but on Athas there's no ethereal plane connection, so it would have to be altered to only involve the Astral.

In any event, please just snip 3rd party stuff like that and paste it into the thread so I know what I'm dealing with in the future.


AC 29/27/21 | hp 90 | F+11*, R+14*, W+8* | Defensive Abilities evasion; Immune sleep, disease | Weaknesses light sensitivity Init +10 | Senses darkvision 60 ft., low-light vision; Perception +15 (14 on vision-based Perception checks.) Pic 1 | Pic 2 |

Best in spoilers please ;)


Miqeo wrote:
ah cool mostly makes sense

Try a different browser for the map -- I can see it just fine on multiple computers, so it is possible to make it work.


1 person marked this as a favorite.
map Half-fiend Imperial Foo Cat Fey Adept(Skulker)/Incanter/Symbiat(Invidian) 6

ill just look at the png. i refuse to use a different browser for anything.


Miqeo wrote:
ill just look at the png. i refuse to use a different browser for anything.

I'll just post pdfs of the maps. I'm guessing not everyone would be able to use Rolld20 or anything else, so there's really no reason for me to change anything either.


Male Yaksha Shadow Lord Stalker 10/Harbinger 10(gestalt) Trickster 2(mythic), Mage Hunter 2

You said Hamza and Miqeo were in between the two red squares, where it says '100ft chasm'. Yet, my token is still by the assassins, just under the word 'mold'.

Also, the wasp **definitely** still isn't there, as it went down the shaft. You should remove it from the map, as keeping it there is confusing.

You should also remove the bodies of any of the dead Myceloids, as again, they are taking up room needlessly.

Perhaps the issue is needing to use the PNG map, but that's the only one that loads for me and apparently Miqeo as well.


AC 29/27/21 | hp 90 | F+11*, R+14*, W+8* | Defensive Abilities evasion; Immune sleep, disease | Weaknesses light sensitivity Init +10 | Senses darkvision 60 ft., low-light vision; Perception +15 (14 on vision-based Perception checks.) Pic 1 | Pic 2 |

Roll20 is free and runs really good on firefox. Just saying.


Hamza Mīnakshi wrote:

You said Hamza and Miqeo were in between the two red squares, where it says '100ft chasm'. Yet, my token is still by the assassins, just under the word 'mold'.

Also, the wasp **definitely** still isn't there, as it went down the shaft. You should remove it from the map, as keeping it there is confusing.

You should also remove the bodies of any of the dead Myceloids, as again, they are taking up room needlessly.

Perhaps the issue is needing to use the PNG map, but that's the only one that loads for me and apparently Miqeo as well.

The issue is I'm not updating the PNG every single round -- that's just supposed to be a static snapshot to give you a view of the terrain at the beginning of the combat. It's all in a different place b/c thing's have changed since the combat began. You can't use it as a round by round snapshot. Everything on the primary map is where I said it is.


Amunet-Ra wrote:
Roll20 is free and runs really good on firefox. Just saying.

I tried to get stuff set up on there and wasn't able to load my images last time we played around with this. If someone wants to do that for me and dealing with the tokens and everything, and everyone else already has accounts, I'm open to investigating it.


Male Yaksha Shadow Lord Stalker 10/Harbinger 10(gestalt) Trickster 2(mythic), Mage Hunter 2
Sebecloki wrote:


The issue is I'm not updating the PNG every single round -- that's just supposed to be a static snapshot to give you a view of the terrain at the beginning of the combat. It's all in a different place b/c thing's have changed since the combat began. You can't use it as a round by round snapshot. Everything on the primary map is where I said it is.

So, the problem is, on Chrome, I can't seem to zoom in whatsoever. As soon as I try, it zooms in incredibly close, to the point where it's impossible to see anything other than a tiny little area(albeit one zoomed in on). Thus being fairly useless.

I just checked, and I don't even have an option for some sort of lesser zoom. It's only 50%, 100%, 200% or 1%. Nothing else.


1% should do it; I use 2% on mine. It loads in multiple browsers in 3 seconds on my machine.


Male Yaksha Shadow Lord Stalker 10/Harbinger 10(gestalt) Trickster 2(mythic), Mage Hunter 2

1% only shows the map as is. No zoom, whatsoever, meaning I can't see some of the images as well.

For some reason, Chrome isn't giving me an option for 2%. It might be because you're the owner and can thus zoom in or out as much as you want, but us viewers are far more limited in what we can do.


I'd try a different browser? I use opera and vivaldi. I have an option for 2% and when I zoom once with the zoom icon, it brings me to a comfortable distance to edit things.

I just tried it in Chrome -- it's noticeably slower, but still works.

2,101 to 2,150 of 2,837 << first < prev | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 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.