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


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DECEASED

Boots of the Elven Knight:

During the Cleansing Wars, many races went extinct. Some tried to fight, like the ogres. Others tried to hide, like the gnomes. But the elves? They ran. Much of elven culture comes from this. The apparent uncaring attitude towards the past, their inability to settle in any one place, and their tendency to leave behind the old and infirm. There is no point caring for those who cannot run, for to stop running would mean extinction.

These wings were created during these horrific times by an elf who, in his folly, tried to stand before the might of Andropinis. Where his fellows ran from the fight, he ran towards it. He sought to use his speed and agility to combat the armies of humans and defiliers who destroy his people.

For months word spread of the elven knight, who would wait for enemies to come with his sword sheathed. Then, quicker than the eye could follow, he would appear behind the foe, leaving a corpse behind him. These exploits died with him, when the elf found that one cannot outrun spells.

Effects
+10ft movement speed, additional +5ft per mythic tier
+When worn by an elf, the wearer of these boots no longer has his feet touching the ground. This allows him to run over anything, as if though he were flying...an inch off the ground.
+When worn b an elf, the wearer gains the Ride-by Attack feat, which works on foot:
https://www.d20pfsrd.com/feats/combat-feats/ride-by-attack-combat-final/

Gameplay
Malkaer already seems to be pretty good when it comes to combat. This item will let him run faster, and pull off a new trick. He can charge an enemy, attack, and keep moving. Of course, this only works in the open when there is a charge lane open, and nothing says that the enemy can't then charge him in return...but it just *feels* like a very Athasian-elf way of fighting.

As for his movement speed, right now it is only 40ft. With this item it goes up to 60ft. Which I don't think is game breaking. It also gives him a movement speed increase about on par with that of a monk, maxing out at mythic 10. And by mythic 10, being able to run fast is the least of what a character can do.


Looks good


Female Dwarf Druid 4 / Conjurer (preserver) 4 / Mythic 2 (hierophant) | WP 32/32 (16) | VP 31/31 | PP 5/5 | AC 16/14/13 | Fort +8; Ref +4; Will +10; +2 vs. poison, spells and spell-like abilities | Init +2 | Darkvision 60 ft. Perception +12

From Legends of Athas: Korgunard’s Annulus

Or

Pearl of Power, 3rd level:
This would be an item that Kethe would not be able to use immediately, as she doesn't have level 3 spells yet. It would take the form of a small, marble-sized obsidian sphere. After hearing about the obsidian orbs, and seeing them in action, she has become curious about them. While the pearl is in her possession, she practices storing a tiny amount of her spirit in it, and then retrieving it.
Or
Stormlure:
A stormlure is usually fashioned from pieces of creatures known for their affinity to air—the feathers of birds, the shells of flying insects, and the scales of a dragon. When activated, stormlures call to the wind, causing a tempestuous gale. Once per day on command, the wearer of a stormlure is surrounding by swirling winds for 1 minute, granting a 50% miss chance against all ranged attacks, including rays and other ranged spells that require a roll to hit. This wind does not hinder the wearer of the stormlure in any way. At any one time during this duration, as a swift action, the wearer can cause the air around her to fill with crackling lightning, dealing 4d6 points of electricity damage to all creatures adjacent to her. A DC 14 Reflex save halves this damage.

This would fit well thematically with Kethe's affinity for storms.


I vote for the stormlure since it will be immediately usable.


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)

Finalizing my decision shortly today. I'm looking over items in Ultimate Psionics, as I think they'll be the best options for this character.

Liberty's Edge

Male Human Spell-less Ranger/4 - Soul Knife(War Soul)/4 - Fort +7 Ref +8 Will +4 (+2 racial bonus on saving throws against fear and despair effects.) - WP 32/32 VP 28/28

wow, this is quitw a choice, i might need some time to make a real choice and come up with a reason to have it.


Female Neutral Half-Orc Mesmerist 4 / Champion 2 | Wounds 28 (14) | Vigor 43/43 | AC 19; Tch 14; Ff 16 | Fort +9; Ref +10; Will +13| Init +13| Darkvision 60 ft. Perception +8

Will need some time to think of an item that compliments Canaan without making it too legendary. Maybe a relic with minor powers that scales with level or mythic tiers or a basic minor powers with additional potential that unlocks at certain level/HD/ with certain feats like 3.5 magic item with relic power.


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)

IOUN STONE, GREEN AND WHITE (Ultimate Psionics 416):
Aura moderate psychometabolism ML 12th Slot -; Price 12,000 gp; Weight -

Description This ioun stone is green and white in color and has a prism shape. When used by a creature with manifesting ability, it grants one additional power known. The power known granted is set at time of creation and may only be a 1st or 2nd level power. A creature may only have one such ioun stone active at any time. The owner manifests the power just like any other power known, so if the power granted is of a level higher than those the owner can manifest, it gains no benefit. The power known granted must be on the owner’s class list or the owner gains no benefit.

OR

HEADBAND OF THE GREAT VILLAGE (Ultimate Psionics 415):
Aura Faint telepathy ML 12th Slot head; Price 3,000 gp (1 creature), 12,000 gp (2 creatures), 27,000 gp (3 creatures), Weight 1⁄2 lb.

Description
This simple leather headband is adorned with markings depicting hundreds of people holding hands. This headband allows the wearer to mindlink herself with one or more willing creatures within 30 ft. as a standard action. The mindlink persists as long as the wearer concentrates and can be used at will, although the maximum number of creatures the wearer can be linked to is limited by the strength of the band. More powerful versions of this headband allow you to connect to more creatures.

If worn by a creature with the collective class feature, the wearer may also connect this same number of additional creatures in their collective, beyond their normal limit.

OR

Sun’s Terrible Glory (from LoA)


Which one do you want the most? I think the ioun stone seems pretty cool and Athasian - appropriate.


How much time does everyone need to come to a decision, could we resume Tuesday evening perhaps? I'm going to cannibalize a converted printed module to do parts of the diamond mines, but I still haven't found a dungeon I'm totally satisfied with yet.


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)

I was leaning towards the Ioun stone, but I also liked the headband as a way to build a telepathic rapport with misra and get over the clunky responses to her telepathic interjections.

I personally don't need much more time. I can probably figure out the story about it tomorrow.


Shadow's Status

I'll post tonight.

Liberty's Edge

Male Human Spell-less Ranger/4 - Soul Knife(War Soul)/4 - Fort +7 Ref +8 Will +4 (+2 racial bonus on saving throws against fear and despair effects.) - WP 32/32 VP 28/28

What about a Crystal Bow?

CrystaL Bow:

Crystal Bow
Aura faint psychokinesis; ML 3rd
Slot weapon; Price 11,200 gp (+1), 44,800 gp (+2), 100,800 gp (+3); Weight 2 lbs.

DESCRIPTION
A crystal bow looks like a crystalline bow with no string and comes in short, medium, and long varieties. A soulknife with the soulbolt archetype, or anyone else with the ability to manifest a mind bolt, channels their mind bolt through the crystal bow when summoning it. This does not otherwise alter the action needed to summon a mind bolt, the summoner must simply be wielding the crystal bow and choose to manifest the mind bolt through the bow. For those using their mind bolt in a long variety, the crystal bow need only be on the character’s body to channel the mind bolt through the crystal bow; he does not need to actually wield the bow.

Crystal bows have 45 hit points and a hardness of 15.

When a mind bolt is manifested in this fashion, the enhancement bonus and the maximum enhancement bonus of the mind bolt is increased by the enhancement bonus of the crystal bow, although any enhancement bonus above +5 is lost.

Crystal bows may only be made with a +1, +2, or +3 enhancement bonus.

the enhancement bonus would be up to you, but that doesn't matter so much, just wanna know so i can think up a story for it.


crystal bow look good


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)

Ioun stone, granting power:

Body Equilibrium:
Discipline: Psychometabolism; Level: Cryptic 2, gifted blade 2, marksman 2, psion/wilder 2, psychic warrior 2, vitalist 2
Display: Material and visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level (D)
Power Points: 3

You can adjust your body’s equilibrium to correspond with any solid or liquid that you stand on. Thus, you can walk on water, quicksand, or even a spider’s web without sinking or breaking through (this effect does not confer any resistance to particularly sticky webs). You can move at your normal speed, but you cannot run (x4 speed) on a non- firm surface without sinking or breaking through.

If you fall from any height while using this power, damage from the impact is halved.


Just want to check that everyone saw the color map of Kalidnay I posted in the gameplay thread, as well as the map of the first level of the mines complex, and that they're both accessible and clear (i.e., everyone can tell where your characters are).

Is everyone ready to continue? I'm starting to describe the entrance and such with the assumption we're getting to the exploration part -- let me know if anyone needs more time to update.


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)

Can see the map, am attempting to interact with the first obstacle (seeming inability to pass).


Rokan -- I updated my reply to you with additional information about the lift system, so check that out if you just looked at it.


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)

Doh, jumped the gun with my response the. Looking back over it... adjusting..


No no, it's my fault, I was just getting more ideas and I ended up editing my post to change something important.


I've linked the current maps in my DM alias (Sebecloki) for ease of access


Female Neutral Half-Orc Mesmerist 4 / Champion 2 | Wounds 28 (14) | Vigor 43/43 | AC 19; Tch 14; Ff 16 | Fort +9; Ref +10; Will +13| Init +13| Darkvision 60 ft. Perception +8

Will be coming up with post later today.

Liberty's Edge

Male Human Spell-less Ranger/4 - Soul Knife(War Soul)/4 - Fort +7 Ref +8 Will +4 (+2 racial bonus on saving throws against fear and despair effects.) - WP 32/32 VP 28/28

Currently working, will get a post later today


I've updated the dungeon map slightly in the link in my profile to include the invisible footpath Kethe has just located. It's the little dotted line leading off the eastern cliff entrance.


Sorry about this, but due to some real life problems, I have to drop. I just don't have the time and energy to properly contribute as this beautiful world deserves. My apologies, and feel free to bot Shizuka Sebecloki.


Disfigured Dissident | LN M human | Vigor 39/39 Wounds 45/45 (Thresh 22) | AC 21 (T 14 FF 19) | Fort +9; Ref +6; Will +9 | Perception +2; Sense Motive +10 | Spell Pts 26/26 | Channels 9/9 | Energy Body 5/5 | Claws 9/9 | Mythic Power 7/7 | Immune sickened | *Active Effects: none

Sorry for the silence, I'll be catching up on the gameplay thread tomorrow.


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)

Sebecloki :

Since Control Object is on the telekinesis discipline list only, what do you think of Defy Gravity (on the general powers list for any discipline) to solve our problem?

Worst case, if it's absolutely required, I could rebuild this character as a telekineticist (basically just replace discipline powers and class ability). I thought the psychometabolism connection to monk bodily perfection was a good fit, but to be honest I would probably enjoy this route too.

Thoughts? (powers haven't been used in combat, so IMHO we lose nothing yet).


That will work, though the other manipulators can do more with it -- you can move 1,000 pounds up or down, but not horizontally, which other, more skilled users could. That will allow you to access the different levels, but not move around the caldera on a plain, like between the east and west cliff.

You can choose -- sorry, I haven't used the psionics rules much (one reason I wanted to play Dark Sun), and it hadn't occurred to me you wouldn't have some equivalent of telekenesis, I'm really not trying to rain on your character, I was trying to give him a central role in the action but not doing such a good job.

Note too that Kethe discovered an invisible ramp that winds around the side of the caldera. Less mobility, but it's servicable.

I'm fine with whatever you want to do.


Shizuka the Blind wrote:
Sorry about this, but due to some real life problems, I have to drop. I just don't have the time and energy to properly contribute as this beautiful world deserves. My apologies, and feel free to bot Shizuka Sebecloki.

No worries, thanks for your participation.


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)
Sebecloki wrote:

That will work, though the other manipulators can do more with it -- you can move 1,000 pounds up or down, but not horizontally, which other, more skilled users could. That will allow you to access the different levels, but not move around the caldera on a plain, like between the east and west cliff.

You can choose -- sorry, I haven't used the psionics rules much (one reason I wanted to play Dark Sun), and it hadn't occurred to me you wouldn't have some equivalent of telekenesis, I'm really not trying to rain on your character, I was trying to give him a central role in the action but not doing such a good job.

Note too that Kethe discovered an invisible ramp that winds around the side of the caldera. Less mobility, but it's servicable.

I'm fine with whatever you want to do.

I don't mind at all. We're figuring this out as we go :) The powers have not been used yet, so no awkward ret-con'ing to do.

If you don't mind the switch I'm going to move him to a psychokinesis focus, which then supports that role for him.

I will not be able to update his character sheet until later *tomorrow*, but assume he has control object, defy gravity, and likely other major telekinetic powers.


Yeah, let's do that and assume the players have both options for further exploration.

Also, I'm waiting for Pak'cha to post since he said he wanted to reconnoiter in some fashion. I have a pretty good idea about the stuff on this level -- but I want to give a little more opportunity for Kuro and Pak'cha to begin exploring before the critters (you assumed there were critters right :) start moving around. This isn't a dungeon where everyone stays put till you come across their 10x10 room, they have a communal life and are about stuff....


Female Neutral Half-Orc Mesmerist 4 / Champion 2 | Wounds 28 (14) | Vigor 43/43 | AC 19; Tch 14; Ff 16 | Fort +9; Ref +10; Will +13| Init +13| Darkvision 60 ft. Perception +8

Ring of Eroding Will:

During his reign, Kalak, the Ogre Doom, created many magical items in a bid to amplify his psionic powers and accelerate his ascendancy to a dragonhood. The Ring of Eroding Will was an example of an item created in these times that allowed him easier access into the minds of his subjects and enemies in addition protected his mind from mental assaults and backlash. The ring appears as a normal golden ruby ring to an average wearer. But if the wearer has dragon blood, it reveals its potential.

Effects

+If the wearer possesses the dragon heritage (esoteric) feat and uses hypnotic stare or devastating touch on a creature, increase the penalty of the will save by 1, increasing by an additional 1 for every even mythic tier to a maximum of -5.
+If the wearer has mythic power and failed a will save against a enchantment effect, he or she can expend 1 mythic power to re-roll the save with a +4 bonus.

Gameplay

As the game progresses, enemy scaling will save will decrease the chance of Canaan's abilities to affect them by a lot. This long-term item may help her enchantment skills remain relevant in the later levels.


looks good


Female Neutral Half-Orc Mesmerist 4 / Champion 2 | Wounds 28 (14) | Vigor 43/43 | AC 19; Tch 14; Ff 16 | Fort +9; Ref +10; Will +13| Init +13| Darkvision 60 ft. Perception +8

Great. Now I will need some time to catch up to the gameplay thread that exploded on me while I was musing about my item.


Male Half-Janni, Jinnborn.

Sorry about my long absence Sebecloki, life sadly has its ways and I really wish I was better and getting myself more organized.


No problem, I'm glad you're back!

I'm really interested in exploring Raam at some point as a part of the Dregoth Ascending adventure series -- I also have an idea for adapting the Assassin Mountain adventure from Al-Qadim -- which you see I put in some potential foreshadowing for in the last couple of posts.

Did you see the post where Lady Almah gave everyone a powerful gift from the house reliquary? You still get to choose some kind of magical item.


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)

Character sheet updated. Lots of telekinesis. Used the ioun stone to keep just one psychometabolism power.


Female Dwarf Druid 4 / Conjurer (preserver) 4 / Mythic 2 (hierophant) | WP 32/32 (16) | VP 31/31 | PP 5/5 | AC 16/14/13 | Fort +8; Ref +4; Will +10; +2 vs. poison, spells and spell-like abilities | Init +2 | Darkvision 60 ft. Perception +12

Just want to say how much I enjoy your descriptive posts, Sebecloki. Your use of language is very creative and the results quite evocative. Thank you.


Thanks! I try to make it good :).


Shadow's Status

I will post tonight, my calendar is clear! Been trying to catch up on a lot of things like work and sleep and battling a lot of things like my ex and depression.

I've left this weekend empty as I needed a break from life so I am sitting in the sunshine of my backyard posting, not quite the same as it was when my Elderboy was alive but I am getting used to it. My young pup has a lot of wonderful qualities but high energy isn't one of them! I did bring him to a restaurant with outside seating last night so that was fun that and just hitting the wall at 9:15 prevented any updates last night.

My humble apologies for slowing things down. I should be able to participate daily once more. Thanks for your patience.


No worries, take care of yourself. We'll look forward to Pak'cha's next contribution when you're able.


Friends,

It seems like there's going to be a combat -- can everyone give a vote about whether they think that's where things are headed so I can set up all the stats for the creatures and the drakes?

I'm just going to post their stats with their names and descriptors -- separate character knowledge from player knowledge. There's no point in having intricately constructed enemies with cool names etc., if you never even learn anything about it/them; I also just want to make it easy to say I'm targeting "X" and you know the name of the woozle you're trying to hit.

I want to do group initiative (i.e., one for the party, one for the enemies) and have everyone just declare their actions over a 24hr period. If you don't post, you automatically pass for your turn. Does that sound fair, so that we can keep this moving along?


Thri Kreen (Wizard/Psion/Archmage) WP 40 | VP 24 | MP 6/7 | PP 13/27 | SP 5 |HP 4 | AC 17/T 13/FF N/A| F+6 | R+5 | W+9 | Ini +8 | Perc +11

OK for me.


I've posted stats for the Delegation of the Bellowing Shrine; keep in mind that you're all working currently with distance attacks until someone closes the gap; this isn't also going to be like a lot of campaigns where you absolutely have to kill everything. If you massacre one or two of the leaders, like the helion or the occultist, the others will probably want to negotiate.

I'm genuinely curious to see how your super powerful characters do against this group.


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)
Sebecloki wrote:

Friends,

It seems like there's going to be a combat -- can everyone give a vote about whether they think that's where things are headed so I can set up all the stats for the creatures and the drakes?

Yup, it seems inevitable.

Sebecloki wrote:
I'm just going to post their stats with their names and descriptors -- separate character knowledge from player knowledge. There's no point in having intricately constructed enemies with cool names etc., if you never even learn anything about it/them; I also just want to make it easy to say I'm targeting "X" and you know the name of the woozle you're trying to hit.

Some of that info should be available via knowledge checks, but understood, will keep it separate.

Sebecloki wrote:
I want to do group initiative (i.e., one for the party, one for the enemies) and have everyone just declare their actions over a 24hr period. If you don't post, you automatically pass for your turn. Does that sound fair, so that we can keep this moving along?

:thumpsup:


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)
Sebecloki wrote:

I've posted stats for the Delegation of the Bellowing Shrine; keep in mind that you're all working currently with distance attacks until someone closes the gap; this isn't also going to be like a lot of campaigns where you absolutely have to kill everything. If you massacre one or two of the leaders, like the helion or the occultist, the others will probably want to negotiate.

I'm genuinely curious to see how your super powerful characters do against this group.

Me too. Rash actions could have interesting consequences here and the characters not knowing the true strength of these foes only adds to that.


Rokan the Ascetic wrote:
Sebecloki wrote:

Friends,

It seems like there's going to be a combat -- can everyone give a vote about whether they think that's where things are headed so I can set up all the stats for the creatures and the drakes?

Yup, it seems inevitable.

Sebecloki wrote:
I'm just going to post their stats with their names and descriptors -- separate character knowledge from player knowledge. There's no point in having intricately constructed enemies with cool names etc., if you never even learn anything about it/them; I also just want to make it easy to say I'm targeting "X" and you know the name of the woozle you're trying to hit.

Some of that info should be available via knowledge checks, but understood, will keep it separate.

Sebecloki wrote:
I want to do group initiative (i.e., one for the party, one for the enemies) and have everyone just declare their actions over a 24hr period. If you don't post, you automatically pass for your turn. Does that sound fair, so that we can keep this moving along?
:thumpsup:

Well, some of it you could get via knowledge check, but some not, like their names and respective places in the story -- honestly, I'm also trying to keep everyone interested and posting by teasing more stuff "Who is this 'Master of the Aerie", "What the the 'lizard-spiders' that have recently confronted the Master's forces?" etc.

Diamond mines are formed from what are called 'Volcanic Pipes', and this complex is one of those geological phenomena. It goes down quite a bit -- this level you're on, "The Bellowing Shrine" is just the first of many, including the 'Greater Aerie' and the 'Heart of the Aerie' -- the personal demesne of the enigmatic 'Master' (all which is at least another level down).


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)

Well, I for one am still interested. That name definitely piqued my interest, but there's so much more to be figured out with the arrival of the other group.

Sebecloki wrote:
CR 15 - Amenmeseshikuasahmessekerankhsamtaui the Fire Drake

lol, tell me this wasn't just keyboard-pounding


It's a combination of several Egyptian names -- that's sort of the theme for the Kalidnayan stuff, but I'm going with the fantasy stereotype that dragons and elves have long names.


Female Dwarf Druid 4 / Conjurer (preserver) 4 / Mythic 2 (hierophant) | WP 32/32 (16) | VP 31/31 | PP 5/5 | AC 16/14/13 | Fort +8; Ref +4; Will +10; +2 vs. poison, spells and spell-like abilities | Init +2 | Darkvision 60 ft. Perception +12

IC thoughts: We *could* ignore the whole thing and try to continue into the mines, but we would leave potential enemies at our backs. What if passage through the mines proves unfeasible and we have to come out the way we came in? And if these are indeed the inhabitants of ancient Kalidnay (or descended from them), I doubt they will tolerate trespassers.

OOC thoughts: FITE!

Also very curious to capture some of the chimeras and ask them about what has happened to the city and other history stuff.

You mentioned there were three fire drakes in the caverna, but only Amenmeseshikua has emerged, I hope we won't have to fight all three.

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