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: Overview

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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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

Pak relates what he has discovered, "I can hear some kind of reptilian susurration, perhaps the shifting of scales, in cave opening to the south, as if there were some great, unseen, beasts lurking at the cave entrance.

To the north, on the complex on the cliff, there is a cacophony of metallic rustling, like those caused by the use of arms and armor or weapon smithing activities. Some guttural voices can also be discerned speaking in an unknown language".

The Thri-Kreen pauses as the procession continues and the Beast appears, "Those curiosities will need to wait. I believe we should interfere with this ritual before whatever it is these creatures are summoning, breaks through into our world".

"T'lam, if both of our groups coordinate attacks we should be able to stop this ritual and detain at least a few of these creatures' for further questioning. I am quite interested to know more about your party... Can we work together to defeat these foes?

To wait is to invite greater danger".


Pak'cha wrote:

Pak relates what he has discovered, "I can hear some kind of reptilian susurration, perhaps the shifting of scales, in cave opening to the south, as if there were some great, unseen, beasts lurking at the cave entrance.

To the north, on the complex on the cliff, there is a cacophony of metallic rustling, like those caused by the use of arms and armor or weapon smithing activities. Some guttural voices can also be discerned speaking in an unknown language".

The Thri-Kreen pauses as the procession continues and the Beast appears, "Those curiosities will need to wait. I believe we should interfere with this ritual before whatever it is these creatures are summoning, breaks through into our world".

"T'lam, if both of our groups coordinate attacks we should be able to stop this ritual and detain at least a few of these creatures' for further questioning. I am quite interested to know more about your party... Can we work together to defeat these foes?

To wait is to invite greater danger".

Just to be clear, the reptilian susurrations are the three fire drakes that live in the southern caverns, and the other noises are the white-skinned creatures/chimera. I think sometime my love of descriptive language might obscure some simple identifications, so I just wanted to clarify that all the critters that Pak'cha heard have now appeared.


These are the 'chimera' leaders if everyone wants to start thinking about tactics, the others are lower level mooks I'll post later.

CR 12 – Osorsen the Morlock Hellion

Ororsen is one of the chief representatives of the Mephistophlean Chargers, an order of mounted warriors who serve as the Master of the Aerie’s personal guard. His monitor lizard mount was killed in the recent confrontation with the ‘lizard-spiders’ who have arisen from the depths of the earth. For this reason, as well as in respect of the valor which he displayed in the battle, the Master of the Aerie bestowed upon him the awakened rhinoceros Ti-Chabrias to serve as his new mount.

The fiendish morlock hellion is of a tainted bloodline and is greatly feared due to its ferocity and skill. It forgoes normal morlock combat strategy, such as it is, and rides upon a great subterranean lizard adapted to dimly lit caves. This dangerous pair moves along the ground and uses poison and spurts of aggression to bring down foes over time. Allies have learned the morlock hellion rarely travels with food for its lizard and gleefully feeds the injured or weak to its mount. Underlings know failure is no option when serving a morlock hellion.

MORLOCK HELLION CR 12

XP 19,200
Fiendish morlock cavalier (beast rider) 9
CE Medium monstrous humanoid
Init +8; Senses darkvision 120 ft., scent; Perception +1
DEFENSE
AC 25, touch 13, flat-footed 22 (+7 armor, +3 Dex, +2 natural, +3 shield)
Wounds 36; Vigor 93
Fort +11, Ref +12, Will +7
DR 10/good; Immune disease, poison; Resist cold 15, fire 15
Weaknesses light blindness
OFFENSE
Speed 30 ft., climb 30 ft.
Melee +1 battleaxe +17/+12/+7 (1d8+5/x3), bite +11 (1d4+2) or mwk longsword +17/+12/+7 (1d8+4/19-20), bite +11 (1d4+2)
Special Attacks cavalier’s charge, challenge 3/day (+9 damage, additional +3 damage as long as only one threatening foe), leap attack, smite good 1/day (+1 attack and AC, +12 damage), sneak attack +1d6, swarming
TACTICS
During Combat The morlock hellion seeks to remain mounted as long as possible and use Ride-By Attack and Spirited Charge. Against challenging foes, it seeks to move in close and let its lizard bite multiple opponents in an effort to poison them. It then withdraws to see if its poison weakens its enemies for a later engagement.
STATISTICS
Str 18, Dex 19, Con 18, Int 7, Wis 12, Cha 12
Base Atk +12/+7/+2; CMB +16; CMD 30
Feats Cavalry Formation, Dazzling Display, Improved Initiative, Lightning Reflexes, Mounted Combat, Pack Attack, Ride-By Attack, Skill Focus (Ride), Spirited Charge, Toughness
Skills Acrobatics +8, Climb +16, Handle Animal +10, Intimidate +7, Ride +21, Stealth +0 (+4 in caverns), Survival +7; Racial Modifiers +4 Stealth in caverns, +8 Acrobatics, +16 Climb
Languages Undercommon
SQ banner (+2 vs. fear, +1 attack), braggart, exotic mount (monitor lizard), expert climber, greater tactician, order of the cockatrice, steal glory, tactician 2/day (Cavalry Formation, Pack Attack, 7
rounds)
Combat Gear potion of cure moderate wounds, alchemist’s fire (4)
Other Gear +1 breastplate, +1 heavy steel shield, +1 battleaxe, masterwork longsword, amulet of natural armor +1, banner, 14 pp, 9 gp
SPECIAL ABILITIES
Expert Climber (Ex) A morlock can cling to cave walls and even ceilings as long as the surface has hand and footholds. In effect, a morlock is treated as constantly being under a nonmagical version of the spell spider climb, save that it cannot cling to smooth surfaces. This ability doubles the normal +8 racial bonus to Climb checks normally afforded creatures with a climb speed to a +16 racial bonus.
Leap Attack (Ex) As a standard action, a morlock may make a single attack during a jump. It can make this attack at any point along the course of the leap—the start, the end, or while in mid-air. While jumping, a morlock does not provoke attacks of opportunity for leaving a threatened square.
Swarming (Ex) Morlocks dwell and fight in cramped quarters every day of their lives, and as such are quite adept at swarming foes. Up to two morlocks can share the same square at the same time. If two morlocks in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.

CR 12 – Ti-Chabrias the Horned Goliath

Ti-Chabrias was a special gift which the enigmatic Master of the Aerie bestowed upon the morlock hellion Osorsen as a reward for his distinguished service against the so-called ‘lizard-spiders’ that have recently arisen from the depths of Kalidnay’s underworks.

The horned goliath is one of several similarly trained beasts of unbelievable strength and power. The horned goliath is a terrifying sight in its shining armor and gleaming helm. It is nothing short of a living battering ram with staggering stamina and frightful skill in combat. For such a massive beast, it moves with agility and often surprises foes with its speed and mobility. It often serves as a champion in evil armies and its mere presence can demoralize an opposing force.

Horned Goliath CR 12

XP 19,200
Awakened rhinoceros fighter (savage warrior) 7
LE Large magical beast (augmented animal)
Init +5; Senses[/b] darkvision 60 ft., low-light vision, scent; Perception +20
DEFENSE
AC 29, touch 11, flat-footed 27 (+11 armor, +1 Dex, +1 dodge, +7 natural, -1 size)
Wounds 52; Vigor 104
210 (14d10+133)
Fort +20, Ref +8, Will +5; +2 vs. death effects and energy drain
Defensive Abilities spark of life +2
OFFENSE
Speed 30 ft.
Melee +1 gore) +25 (3d6+17)
Space 10 ft.; Reach 5 ft.
Special Attacks natural savagery +2, powerful charge
(+1 gore), 6d6+21)
TACTICS
During Combat The horned goliath prefers to use powerful charge to start a battle. On subsequent rounds, it uses Vital Strike or Power Attack depending on the defenses of its opponent.
STATISTICS
Str 26, Dex 13, Con 26, Int 11, Wis 13, Cha 5
Base Atk +14/+9/+4; CMB +23 (+25 grapple); CMD
34 (36 vs. grapple, 38 vs. trip)
Feats Dodge, Endurance, Great Fortitude, Improved Initiative, Improved Natural Attack (gore), Power Attack, Skill Focus (Perception), Toughness, Vital Strike, Weapon Focus (gore), Weapon Specialization (gore)
Skills Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Perception +20, Survival +11, Swim +14
Languages Common
SQ armor training 2
Combat Gear potions of cure moderate wounds (2), potion of heroism, potions of invisibility (2)
Other Gear +3 half-plate, amulet of mighty fists +1, belt of mighty constitution +2

CR 11 – Urshu-Takelothes the Morlock Occultist

Urshu-Takelothes was recently appointed the chief ritual priest of the Bellowing Shrine by the Master of the Aerie, following the death of his predecessor in an unexpected assault by the forces of the ‘lizard-spiders’ that penetrated the fortifications of the Riese’s lowermost entrances. He is eager to prove himself to the Master, beginning with the sacrifice of the captives seized in a recent assault on a caravan from the city-state of Raam.

The morlock occultist combines human intellect with morlock ferocity and forbidden occult knowledge. It is a master of arcane means of manipulating earth and stone, skills it puts to use enhancing the defenses of its clan and destroying intruders. It takes malicious glee in dissolving flesh from bone with conjured acid and forcing captured foes to abase themselves in hopes of mercy—mercy that never comes. Other morlocks prize the occultist’s power over minerals and rock and believe it an incarnation of their ancient ancestors.

MORLOCK OCCULTIST CR 11

XP 12,800
Advanced morlock wizard (earth elementalist) 9
CE Medium monstrous humanoid
Init +12; Senses darkvision 120 ft., scent; Perception +9
DEFENSE
AC 25, touch 18, flat-footed 17 (+4 armor, +8 Dex, +3 natural)
Wounds 42; Vigor 67
Fort +9, Ref +16, Will +12
Immune disease, fire (108 points), poison; Resist acid 20
Weaknesses light blindness
OFFENSE
Speed 40 ft., climb 30 ft.
Melee staff of minor arcana +12/+7 (1d6+6), bite +6 (1d4+2)
Special Attacks acid cloud 6/day (1d6+4 acid, DC 18), earth supremacy, leap attack, sneak attack +1d6, swarming
Wizard Spells Prepared (CL 9th; concentration +13) 5th—transmute rock to mud (DC 19), wall of stone 4th—empowered acid arrow, black tentacles, illusory wall (DC 18), stone shape 3rd—elemental aura, fireball (DC 17), [i]protection from energy, slow (DC 17), stinking cloud (DC 17) 2nd—acid arrow, hideous laughter (DC 16), invisibility, resist [i]energy, scorching ray (2) 1st—alarm, grease (DC 15), mage armor (2), magic missile, ray of enfeeblement (DC 15) 0 (at will)— acid splash, detect magic, mending, read magic Opposition Element air
TACTICS
Before Combat The morlock occultist casts mage armor, protection from energy (fire), and resist energy (acid).
During Combat The morlock occultist prefers to let others do the difficult tasks of melee. It sees its role as misdirection, area control, and ranged damage. It casts black tentacles and slow to hamper opponents and casts empowered [i]acid arrow, fireball, and scorching ray to inflict heavy damage. It casts [i]transmute rock to mud to bring down cavern ceilings and casts wall of stone and illusory wall to redirect enemy movement.
Base Statistics Without mage armor, protection from energy[/i] (fire), and resist energy (acid), the morlock occultist’s statistics are AC 21, touch 18, flatfooted 13; Immune disease, poison; Resist none.
STATISTICS
Str 18, Dex 27, Con 21, Int 18, Wis 16, Cha 12
Base Atk +7/+2; CMB +11; CMD 29 (31 vs. bull rush, overrun, reposition, or trip)
Feats Craft Staff, Empower Spell, Improved Initiative, Lightning Reflexes, Point-Blank Shot, Precise Shot, Scribe Scroll, Weapon Focus (ray)
Skills Acrobatics +16 (+20 when jumping), Climb +26, Craft (alchemy) +10, Intimidate +7, Knowledge (arcana) +19, Knowledge (geography) +12, Knowledge (nature) +16, Knowledge (planes) +12,
Linguistics +12, Perception +9, Spellcraft +18, Stealth +20 (+24 in caverns), Survival +9, Swim +10; Racial Modifiers +4 Stealth in caverns, +8 Acrobatics, +16 Climb
Languages Abyssal, Common, Draconic, Elven, Infernal, Orc, Undercommon
SQ arcane bond (staff of minor arcana) , earth glide (9 rounds/day), expert climber
Combat Gear potion of cure moderate wounds, potion of heroism[/i], potion of shield of faith (CL 12th)
Other Gear staff of minor arcana (10 charges), headband of vast intelligence +2 (Knowledge [nature]), ring of counterspells (fireball), swarmbane clasp, spell component pouch, spellbook, 4 pp, 5 gp
SPECIAL ABILITIES
Expert Climber (Ex) A morlock can cling to cave walls and even ceilings as long as the surface has hand and footholds. In effect, a morlock is treated as constantly being under a nonmagical version of the spell spider climb, save that it cannot cling to smooth surfaces. This ability doubles the normal +8 racial bonus to Climb checks normally afforded creatures with a climb speed to a +16 racial bonus.
Leap Attack (Ex) As a standard action, a morlock may make a single attack during a jump. It can make this attack at any point along the course of the leap—the start, the end, or while in mid-air. While jumping, a morlock does not provoke attacks of opportunity for leaving a threatened square.
Swarming (Ex) Morlocks dwell and fight in cramped quarters every day of their lives, and as such are quite adept at swarming foes. Up to two morlocks can share the same square at the same time. If two morlocks in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.


Here are the mooks

CR 2 – Sebek-hotep, Ra-khepera, Amenemef, and Apherumes
Morlock Harrier

The morlock harrier is tougher than most of its kin and has survived several encounters with other races. It claims some of the best armor and weapons and bullies the weak. It has survived previous battles because it uses hit-and-run tactics when possible instead of a wild charge. The morlock harrier targets the weak and lightly armored first and prefers an ambush over all other tactics.

MORLOCK HARRIER CR 2 (x4)

XP 600
Morlock warrior 1
CE Medium monstrous humanoid
Init +8; Senses darkvision 120 ft., scent; Perception +2
DEFENSE
AC 19, touch 14, flat-footed 15 (+3 armor, +4 Dex, +1 natural, +1 shield)
Wounds 32; Vigor 34
Fort +6, Ref +9, Will +5
Immune disease, poison
Weaknesses light blindness
OFFENSE
Speed 40 ft., climb 30 ft.
Melee handaxe +6 (1d6+2/x3 plus poison), bite +1 (1d4+1)
Ranged throwing axe +8 (1d6+2 plus poison)
Special Attacks leap attack, sneak attack +1d6, swarming
TACTICS
During Combat The morlock harrier prefers to hit opponents from afar with poisoned axes to soften their defenses before moving in with handaxe and teeth.
STATISTICS
Str 14, Dex 19, Con 16, Int 5, Wis 14, Cha 6
Base Atk +4; CMB +6; CMD 20
Feats Improved Initiative, Lightning Reflexes
Skills Acrobatics +12 (+16 when jumping), Climb +22, Stealth +8 (+12 in caverns), Survival +6, Swim +6; Racial Modifiers +4 Stealth in caverns, +8 Acrobatics, +16 Climb
Languages Undercommon
SQ expert climber
Combat Gear greenblood oil (4), smokestick Other Gear[/b] masterwork studded leather, masterwork buckler, handaxe, throwing axes (3)
SPECIAL ABILITIES
Expert Climber (Ex) A morlock can cling to cave walls and even ceilings as long as the surface has hand and footholds. In effect, a morlock is treated as constantly being under a nonmagical version of the spell spider climb, save that it cannot cling to smooth surfaces. This ability doubles the normal +8 racial bonus to Climb checks normally afforded creatures with a climb speed to a +16 racial bonus.
Leap Attack (Ex) As a standard action, a morlock may make a single attack during a jump. It can make this attack at any point along the course of the leap—the start, the end, or while in mid-air. While jumping, a morlock does not provoke attacks of opportunity for leaving a threatened square.
Swarming (Ex) Morlocks dwell and fight in cramped quarters every day of their lives, and as such are quite adept at swarming foes. Up to two morlocks can share the same square at the same time. If two morlocks in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.

CR 3 – Khen-em-khonsu and Neb-se-mennu Morlock Haruspex

The gibbering morlock haruspex is a raving lunatic convinced the stones whisper unspeakable secrets in the cold darkness, and it is right. The haruspex believes the stones thirst for the blood of men, so it seeks to sacrifice at every opportunity. It leads other morlocks into raids and acts of violence to capture slaves and spill blood.

MORLOCK HARUSPEX CR 3 (x2)

XP 800
Morlock oracle 2
CE Medium monstrous humanoid
Init +8; [b]Senses darkvision 120 ft., scent; Perception +9
DEFENSE
AC 20, touch 14, flat-footed 16 (+4 armor, +4 Dex, +1
natural, +1 shield)
Wounds 34; Vigor 37
Fort +6, Ref +9, Will +9
Immune disease, poison; Resist acid 5
Weaknesses light blindness
OFFENSE
Speed 30 ft., climb 30 ft.
Melee mwk morningstar +6 (1d8+1), bite +0 (1d4)
Ranged sling +8 (1d4+1)
Special Attacks leap attack, sneak attack +1d6, swarming
Oracle Spells Known (CL 2nd; concentration +3) 1st (4/day)—bless, cure light wounds, magic stone 0 (at will)— create water, detect magic, guidance, read magic, stabilize
Mystery Stone
TACTICS
During Combat The morlock haruspex stalks enemies and casts bless to enhance its own and allies’ abilities.
STATISTICS
Str 12, Dex 19, Con 17, Int 9, Wis 16, Cha 11
Base Atk +4; CMB +5; CM 19
Feats Great Fortitude, Improved Initiative, Lightning Reflexes
Skills Acrobatics +12, Climb +17, Heal +7, Intimidate +6, Knowledge (religion) +5, Perception +9, Sense Motive +7, Spellcraft +3, Stealth +10 (+14 in caverns); Racial Modifiers +4 Stealth in caverns, +8 Acrobatics, +16 Climb
Languages Undercommon
SQ expert climber, oracle’s curse (lame), revelation (acid skin)
Other Gear +1 studded leather, masterwork buckler, masterwork morningstar, sling with 20 bullets, spell component pouch, 6 gp, 8 sp
SPECIAL ABILITIES
Expert Climber (Ex) A morlock can cling to cave walls and even ceilings as long as the surface has hand and footholds. In effect, a morlock is treated as constantly being under a nonmagical version of the spell spider climb, save that it cannot cling to smooth surfaces. This ability doubles the normal +8 racial bonus to Climb checks normally afforded creatures with a climb speed to a +16 racial bonus.
Leap Attack (Ex) As a standard action, a morlock may make a single attack during a jump. It can make this attack at any point along the course of the leap—the start, the end, or while in mid-air. While jumping, a morlock does not provoke attacks of opportunity for leaving a threatened square.
Swarming (Ex) Morlocks dwell and fight in cramped quarters every day of their lives, and as such are quite adept at swarming foes. Up to two morlocks can share the same square at the same time. If two morlocks in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.

CR 5 – Tekem, Pourem, Ati, and Chuma Gorelock

The enormous slavering gorelock spent too much time in deep caverns irradiated by fell energies where it mutated into a monstrous but cunning beast. It is a champion among its kin with smaller morlocks swarming around it inspired by its presence to greater acts of violence and destruction. The gorelock is more intelligent than its kin but so filled with rage that it often reacts with destructive impulses regardless of the consequences.

GORELOCK CR 5 (x4)

XP 1,600
Giant morlock barbarian 2
CE Large monstrous humanoid
Init +8; Senses darkvision 120 ft., scent; Perception +8
DEFENSE
AC 19, touch 11, flat-footed 15 (+4 armor, +4 Dex, +4 natural, -2 raging, -1 size)
Wounds 56; Vigor 45
Fort +13, Ref +9, Will +7
Defensive Abilities uncanny dodge; Immune disease, poison
Weaknesses light blindness
OFFENSE
Speed 50 ft., climb 30 ft.
Melee +1 heavy pick +13 (1d8+9/x4), bite +7 (1d6+4) or mwk dagger +13 (1d6+8/19-20), bite +7 (1d6+4)
Ranged mwk dagger +9 (1d6+8/19-20)
Space 10 ft.; Reach 10 ft.
Special Attacks leap attack, rage (13 rounds/day), rage powers (rolling dodge +1), sneak attack +1d6, swarming
TACTICS
During Combat The gorelock enters a rage immediately and leaps into the fray. Whenever possible, it wields its pick with two hands and uses Power Attack.
Base Statistics When not raging, the gorelock’s statistics are AC 21, touch 13, flat-footed 17;
Wounds 48; Vigor 45;
Fort +11, Will +5; Melee +1 heavy pick +11 (1d8+7/x4), bite +5 (1d6+3) or mwk dagger +11 (1d6+6/19-20), bite +5 (1d6+3); Ranged mwk dagger +9 (1d6+6/19-20); [b]Str 22, Con 24; CMB +12; Skills Climb +21.
STATISTICS
Str 26, Dex 19, Con 28, Int 7, Wis 14, Cha 4
Base Atk +5; CMB +14; CMD 26
Feats Improved Initiative, Lightning Reflexes, Power Attack Skills Acrobatics +16 (+24 when jumping), Climb +23, Perception +8, Stealth +5 (+9 in caverns), Survival +7; Racial Modifiers +4 Stealth in caverns, +8 Acrobatics, +16 Climb
Languages Undercommon
SQ expert climber, fast movement
Combat Gear medium spider venom
Other Gear masterwork chain shirt, +1 heavy pick, masterwork daggers (2), 2 pp, 6 gp
SPECIAL ABILITIES
Expert Climber (Ex) A morlock can cling to cave walls and even ceilings as long as the surface has hand and footholds. In effect, a morlock is treated as constantly being under a nonmagical version of the spell spider climb, save that it cannot cling to smooth surfaces. This ability doubles the normal +8 racial bonus to Climb checks normally afforded creatures with a climb speed to a +16 racial bonus.
Leap Attack (Ex) As a standard action, a morlock may make a single attack during a jump. It can make this attack at any point along the course of the leap—the start, the end, or while in mid-air. While jumping, a morlock does not provoke attacks of opportunity for leaving a threatened square.
Swarming (Ex) Morlocks dwell and fight in cramped quarters every day of their lives, and as such are quite adept at swarming foes. Up to two morlocks can share the same square at the same time. If two morlocks in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.


CR 15 - Amenmeseshikuasahmessekerankhsamtaui the Fire Drake

Amenmeseshikuasahmessekerankhsamtaui is one of the three fire drakes who first arrived in the Riese complex in the entourage of the Master of the Aerie, for which reason he is also known as the Serpent Rider of the Great Fire Mount.

Fire Drake Gargantuan Dragon (Fire, Psionic)

Hit Dice: Wounds 42; Vigor 164
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 18 (-4 size, -2 Dex, +14 natural) touch 4, flat-footed 18
Base Attack/Grapple: +20/+41
Attack: Bite +25 melee (4d6+9) or tail slap +25 melee (2d6+13)
Full Attack: Bite +25 melee (4d6+9) and 2 claws +23 melee (2d8+4) and tail slap +23 melee (2d6+13)
Space/Reach: 20 ft./15 ft.
Special Attacks: Elemental attack (fire), improved grab, psi-like abilities, swallow whole
Special Qualities: Darkvision 60 ft., DR 15/metal, dragon traits, immunity to fire, low-light vision, vulnerability to cold, power resistance 26, spell resistance 26
Saves: Fort +17, Reflex +12, Will +12
Abilities:
Str 29 Dex 7, Con 21, Int 4, Wis 11, Cha 12
Skills: Climb +11, Concentration +15, Intimidate +9, Jump +14, Listen +10, Move Silently +6, Search +5, Spot +10, Survival +8
Feats: Awesome Blow, Combat Reflexes, Improved Bull Rush, Improved Initiative, Lightning Reflexes, Multiattack, Power Attack
Environment: Any
Organization: Solitary
Challenge Rating: 15
Treasure: Double Standard
Alignment: Always neutral
Advancement: 20-32 HD (Gargantuan), 33-64 HD (Colossal)


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: 1/7 | Power Points: 16/73 | 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)

Rokan beings to move back toward the previously discovered platform controls.

I think it's time to form a plan now. Once we're set with our ambush I can bring up a platform to get us closer. We could stop it before it reaches there level and exhaust our ranged options before engaging them more close.... assuming the fire drake isn't let out.


Pak'cha wrote:

Pak relates what he has discovered, "I can hear some kind of reptilian susurration, perhaps the shifting of scales, in cave opening to the south, as if there were some great, unseen, beasts lurking at the cave entrance.

To the north, on the complex on the cliff, there is a cacophony of metallic rustling, like those caused by the use of arms and armor or weapon smithing activities. Some guttural voices can also be discerned speaking in an unknown language".

The Thri-Kreen pauses as the procession continues and the Beast appears, "Those curiosities will need to wait. I believe we should interfere with this ritual before whatever it is these creatures are summoning, breaks through into our world".

"T'lam, if both of our groups coordinate attacks we should be able to stop this ritual and detain at least a few of these creatures' for further questioning. I am quite interested to know more about your party... Can we work together to defeat these foes?

To wait is to invite greater danger".

"Oh my, that great red beast looks like the depictions of the dramojh, the cursed dragon-fiend servants of the ancient chromatic dragons that rebelled against their masters and enslaved the entire eastern territory of our continent. It seems as if whoever these creatures are must be meddling in similar devilry."

"The dwarf said they're called 'fire-drakes' on your world, but I imagine they must refer to the same thing, but you're simply mistaken that they're purely elemental creatures. Clearly, there is a strong admixture of something infernal in this creature -- thus it is a kind of fiend-dragon like the ancient dramojh."

"In any event, they are extremely dangerous, and we must find a way to prevent it being released. It looks like that company up there is going to sacrifice that poor sap to the dramojh, unless we do something quickly!"

"I will confer with my companions on the matter, but I doubt not that they will agree with my assessment of the situation."


"I'm quite ready to shoot something."


Quote:
"I'm quite ready to shoot something."

"Just please make sure you aim in the right direction this time, I'm still trying to repair my kitchen from the last time you came over."


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
T'lam T'listillit Shadowbourne wrote:
"Oh my, that great red beast looks like the depictions of the dramojh, the cursed dragon-fiend servants of the ancient chromatic dragons that rebelled against their masters and enslaved the entire eastern territory of our continent. It seems as if whoever these creatures are must be meddling in similar devilry."

"Well, that settles it then. The people of Tyr have just thrown off the shackles of their slavery, I am quite certain they do not wish to be enslaved again. Let us get closer and gather more information, at least." replies Kethe, wondering a little at T'lam's identification of her race. Did they have dwarves on their planet as well? She is suddenly struck with a powerful curiosity; the suggestion to visit this planet suddenly didn't seem so foolish, after all.

Knowledge history on the chimeras: 1d20 + 9 ⇒ (15) + 9 = 24
Knowledge local/dungeoneering/planes on the chimeras: 1d20 + 12 ⇒ (13) + 12 = 25
Perception: 1d20 + 12 ⇒ (20) + 12 = 32


DECEASED

Malkaer stretched his arms and shoulders and then began to make some practice swings. ”That Fire Drake reminds me of the Sorcerer Kings. I think that stabbing it will be very cathartic. When the gap is closed, I am going straight for it.”

Even as he said that, the thought of this other world crept into his mind. What did his people care of this world? It held nothing for them. Not anymore. They ran because everything worth defending had been destroyed. They ran because stopping meant being murdered. How much worse could this other world be? Dragons and giants fighting? Who cared, when this world had Sorcerer-Kings who could not be challenged? Gods who ruled? Great! At least something was there to stop anyone from defiling the planet as what had happened to Athas. If they survived this, then he would have to see this Green-Land for himself. And to find a way to save his people from the slow death they fled into to escape immediate extinction.


Kethe Cinderfell wrote:
T'lam T'listillit Shadowbourne wrote:
"Oh my, that great red beast looks like the depictions of the dramojh, the cursed dragon-fiend servants of the ancient chromatic dragons that rebelled against their masters and enslaved the entire eastern territory of our continent. It seems as if whoever these creatures are must be meddling in similar devilry."

"Well, that settles it then. The people of Tyr have just thrown off the shackles of their slavery, I am quite certain they do not wish to be enslaved again. Let us get closer and gather more information, at least." replies Kethe, wondering a little at T'lam's identification of her race. Did they have dwarves on their planet as well? She is suddenly struck with a powerful curiosity; the suggestion to visit this planet suddenly didn't seem so foolish, after all.

[dice=Knowledge history on the chimeras]1d20+9
[dice=Knowledge local/dungeoneering/planes on the chimeras]1d20+12
[dice=Perception]1d20+12

Kethe: Knowledge (History):

The 'chimeras' are morlocks.

Degenerate humans long lost from the world of light, morlocks have regressed through years of subterranean dwelling into ravenous, barely thinking beasts of the endless night. They no longer remember the civilized lives their ancestors led, although many morlock tribes still dwell in the shattered ruins of their ancient homes. Ironically, in many cases morlocks worship the statues left behind by these ancestors as their gods. Morlock priests of such ancestor worship have access to the domains of Darkness, Earth, Madness, and Strength. A typical morlock stands just over 5 feet tall and weighs roughly 150 pounds.

Morlocks move about on two legs at times, but often drop down to a creepy four-limbed shuffle when speed or stealth is necessary. Their wiry, often emaciated frames mask the strength of their limbs and their swift reactions.

Morlocks typically give birth to broods of three to four babies at a time, ravenous creatures born with a full set of teeth and a cannibalistic predisposition. The first few weeks of a brood's life must be carefully mothered to prevent attrition—it usually takes that long for the morlock young to overcome their natural inclination to feed on whatever is closest. Morlocks mature quickly, achieving adulthood after only 5 years of life. A typical morlock can live to a ripe old age of 60—although the majority of their kind die far sooner than that due to violence.

It seems likely, based on Kethe's this general knowledge about the ecology and physiology of these creatures, that Dalman and Misra's hypothesis is correct -- that these creatures are the corrupted, degenerate remnant of the ancient Kalidnayan population, one which somehow survived their civilization's sudden fall by retreating deep into the protective confines of the diamond mines.

Kethe:Knowledge (Local/Dungeoneering/Planes):

There are reports of a similar population of degenerate creatures in the ruined city of Yaramuke, which lies in the northern portion of the Tablelands, and was destroyed by Hamanu of Urik. Reports of Kethe's order suggest that they continue to venerate the memory of the fallen sorcerer-queen Sielba, and might suggest a model for what seems to have occurred in Kalidnay.

The diamond mines are an example of a geological phenomena known as a 'volcanic pipe' (following taken from Wikipedia).

Volcanic pipes are subterranean geological structures formed by the violent, supersonic eruption of deep-origin volcanoes. They are considered to be a type of diatreme. Volcanic pipes are composed of a deep, narrow cone of solidified magma (described as "carrot-shaped"), and are usually largely composed of one of two characteristic rock types — kimberlite or lamproite. These rocks reflect the composition of the volcanoes' deep magma sources, where the Earth is rich in magnesium. Volcanic pipes are relatively rare. They are well known as the primary source of diamonds, and are mined for this purpose.

The diamond mines of Kalidnay are an unusual example of a lamproite quarry (following taken from Wikipedia):

Lamproite pipes operate similarly to kimberlite pipes, except that the boiling water and volatile compounds contained in the magma act corrosively on the overlying rock, resulting in a broader cone of eviscerated rock (the ejection of this rock also forms a tuff ring, like kimberlite eruptions). This broad cone is then filled with volcanic ash and materials. Finally, the degassed magma is pushed upward, filling the cone. The result is a martini-glass shaped deposit of volcanic material (both solidified magma, and ejecta) which appears mostly flat from the surface.

This means that the shape of the caldera is an extreme funnel, and that the wide chasm narrows considerably in its lower reaches.

Kethe: Perception:

The walls of the bastion on the north side of the chasm include a number of watch towers. For the first time, Kethe notices that several seem to be fitted with large cannons of some variety, which execute a deadly ranged attack.

The upper reaches of the wall's crenelations are affixed with rows of leering carvings, imitations of fire drakes. It seems probably that these might constitute some species of defense mechanism.

In sum, it appears the morlocks have ranged defenses, and it would be best to stay as far out of their reach as possible by employing the available cover of the cliff entrance.


Max WP/Vigor: 28/39 | Def: 25 | Fort: +9; Ref: +10; Will: +12 | Init: +11 Current Damage (WP: -0) / (Vigor: -0) |
Spell Slots:
-/8/6
| Heavenly Fire: 10 | Ki: 9

Before we begin, could you give us a picture or an idea of what the area looks like, or even just a rough description? I tried reading your description upthread, but it's kinda unclear to me. I want to make sure when I describe my actions that I'm not invalidating anything.


There's a map in the Sebecloki profile in the post just above you; if you look under my name, you can see two links. One is to "The Reise Level 1" -- this opens a pdf map of the 'Bellowing Shrine', the top level of the complex; there's another titled 'Lost City State of Kalidnay: Overview', which gives an overview of Kalidnay and the place of the diamond mines relative to the whole ruins. That's why I'm checking if people have seen that I posted a map -- I have one and it should be pretty clear where everyone is. The Arcana Evolved party is on the western cliff, the Athasian party on the east, the morlocks on the upper part, the fort, and the fire drakes in the bottom, in the caves shaped like a wyrm.

EDIT:Here it is again, I've updated it a bit more, The Reise: Level 1 -- "The Bellowing Shrine" -- can everyone see and access this, and understand where their character is?


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

Pak Mindspeaks speaks, " We should focus all of our power on the priest or cleric conducting the ritual, stop him and we stop the summoning. It will take time for his guardians to reach us once they know we are here and by then the greatest threat to be released into the fray will be trapped elsewhere".

Surprise Round Action when Applicable:
Mythic Magic Missile - Pak will use 1 MP to make his Magic Missile Mythic - Missiles become more deadly 2d4+1 & bypass Shield spells. MM Damage 4d4 + 2 ⇒ (1, 4, 1, 4) + 2 = 12. Without access to 3rd level evocations this is the best damage option Pak has that does not involve fire, fire would seem to be sub-optimal to use against a priest summoning a fire demon/drake...


If people still need some help visualizing, here is a side view of the kind of geological formation of which this mine is a representative. I'll try to do a side view schematic in paint as I have time and as we descend the levels.


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: 1/7 | Power Points: 16/73 | 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)

Surprise round action:

Rokan will manifest Energy Missile, his active energy type is cold.

He gets to choose 5 targets for missiles, and will target: Osorsen, Ti-Chabrias, Urshu-Takelothes, Tekem, Pourem (the last two being two random CR5 mooks; so overall he's working from the top down).

Ultimate Psionics wrote:
Cold A missile of this energy type deals +1 point of damage per die.

3d6+3 damage

Augmentation:

Ultimate Psionics wrote:
Augment For every additional power point you spend, this power’s damage increases by one die (d6). For every two additional dice of damage, the power’s save DC increases by 1.

At level 4, he can only augment by 1pp (over the base of 3pp; max pp on a single manifestation is same as manifester level), so he would add one die bringing the total to:

4d6+4 damage per each of the five missiles.

With only 1 point of augmentation, save DC is not augmented.

Save: Fortitude DC17 for half.

Psionic Breach: If psionic resistance is in play, he gets to roll twice to overcome it and take the higher roll.

Mythic Surge: If psionic resistance is in play, he'll use mythic power to add a surge die to the roll to overcome.


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

"Watch out for their defenses! See there, on the walls, some manner of defensive siege weapons, and those carvings might spit fire or other disagreeable substances!" Kethe then proceeds to share her recollections with both groups via mind link, relating the characteristics of morlocks and the likely geological structure of the mines. Everyone can read the spoilers for Kethe's knowledge checks above.

As she does this, she reaches out with her senses in the air of the caldera. The volcano was likely dead or dormant, but that didn't meant it didn't remember. She visualises the powerful eruptions, the liquid rock fountaining from the summit, clouds of ash and smoke billowing out into the sky. Energy crackling as the debris clashes with incredible force, flashes of lightning arcing inside the plume. It is that energy that she reaches for, condensing it into a ball and sending it hurtling towards the morlocks, where it explodes into blinding brilliance.

Surprise round action:
Cast Burst of Radiance, aiming for the priest. Radius is 10 feet. Creatures in the area are blinded for 1d4 ⇒ 4 rounds, unless they succeed at a DC 17 Reflex save (in which case they are dazzled). All evil creatures in the area take 4d6 ⇒ (3, 2, 4, 4) = 13 points of damage.


Max WP/Vigor: 28/39 | Def: 25 | Fort: +9; Ref: +10; Will: +12 | Init: +11 Current Damage (WP: -0) / (Vigor: -0) |
Spell Slots:
-/8/6
| Heavenly Fire: 10 | Ki: 9

I missed the map in your alias. Sorry bout that.

Johnny will slide down the side of the cliff face then propel himself in a leap towards the center altar.


Johnny Lawrence wrote:

I missed the map in your alias. Sorry bout that.

Johnny will slide down the side of the cliff face then propel himself in a leap towards the center altar.

I'm not sure how that works -- you're leaping off into nothing. Here is an attempt to represent this from the side as well. You'd be leaping off into the top of the 'funnel', there's no gradual incline from the shelf you're standing on to the shelf the fortress is on that connects the two areas. Am I misunderstanding the strategy here?


DECEASED

Surprise Round Action:
Cat’s Grace cast on self. +4 Dex


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

Surprise Round Action:
Grants herself compelling alacrity


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: 1/7 | Power Points: 16/73 | 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)

Clarification, will I be able to operate the platform to rise up and meet us such that we can begin the decent before the surprise round, or would that spoil the surprise? Or is the idea that we fire off our ranged attacks and then decide how to get down there.

Rolls for surprise-round action:

Missile for Osorsen: 4d6 + 4 ⇒ (3, 6, 6, 1) + 4 = 20 cold damage
Missile for Ti-Chabrias: 4d6 + 4 ⇒ (3, 3, 5, 2) + 4 = 17 cold damage
Missile for Urshu-Takelothes: 4d6 + 4 ⇒ (2, 4, 2, 1) + 4 = 13 cold damage
Missile for Tekem: 4d6 + 4 ⇒ (4, 2, 5, 5) + 4 = 20 cold damage
Missile for Pourem: 4d6 + 4 ⇒ (6, 6, 5, 3) + 4 = 24 cold damage

Again, DC17 fortitude for half.


Is everyone taking into account that we're using the Alternative Action Economy from Pathfinder Unchained? There's a link to a cheat sheet on the main page for campaign info. Let me know if you need help finding it.

Rokan: you can't operate the lift and do something else at the same time. I think you have to do the latter unless you want to give up your attacks


Max WP/Vigor: 28/39 | Def: 25 | Fort: +9; Ref: +10; Will: +12 | Init: +11 Current Damage (WP: -0) / (Vigor: -0) |
Spell Slots:
-/8/6
| Heavenly Fire: 10 | Ki: 9

Basically, Johnny is trying to get to the ritual as quickly as possible. Feel free to change the description to fit as necessary.


Quote:
Basically, Johnny is trying to get to the ritual as quickly as possible. Feel free to change the description to fit as necessary

.

You'll have to make some sort of climbing check or something to move around the steep and treacherous area for hundreds of feet. It's like you're navigating the lip of a funnel, but one that will be under fire from enemies, as well as not completely sure in footing. I'm going to allow you to do whatever you want, but this isn't a good plan for that. You might want to talk to the mojh, who is a spellcaster -- he might be able to transport you to the ritual site, and then you can take whatever action you want.


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: 1/7 | Power Points: 16/73 | 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)
Sebecloki wrote:

Is everyone taking into account that we're using the Alternative Action Economy from Pathfinder Unchained? There's a link to a cheat sheet on the main page for campaign info. Let me know if you need help finding it.

Rokan: you can't operate the lift and do something else at the same time. I think you have to do the latter unless you want to give up your attacks

Let's go with the 2nd then. Ranged attacks first, ideally take them down before we even have to drop to their level.


Can you see the side perspective map? They're actually just a tad above you -- I'm still not clear everyone understands the geometrical layout here.


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: 1/7 | Power Points: 16/73 | 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, yes sorry, before we platform over to them. When I first glanced at it I thought we were standing on a higher line.


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

How far are we from them?


100ft or more -- how specific of a measurement do you need?


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

No specific. Just asking for a rough estimate to see if my character is in range to influence them with her spells. But apparently not.


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: 1/7 | Power Points: 16/73 | 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)

Range of my psionic power is 140' based on level 4. The targets need to have no more than 15' between any two of them. Is this kosher for the five targets currently chosen?


yeah, they're all packed pretty close together


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

Is there anywhere that Canaan can move to hide other than behind the expedition crew?


Canaan Ghajar wrote:
Is there anywhere that Canaan can move to hide other than behind the expedition crew?

You can look around the surrounding rock and see what you can find. Also, remember that Kethe found a little invisible path that winds around the lip of the funnel -- if you want to explore that you might be able to find something too.


Rokan the Ascetic wrote:
Range of my psionic power is 140' based on level 4. The targets need to have no more than 15' between any two of them. Is this kosher for the five targets currently chosen?

While Rokan is contemplating his next course of action to disrupt the sinister ceremony, the voice of the mysterious reptilian who seems to speak for the party currently situated on the opposite cliff enters into his mind,

Excuse me good and estimable sir, sirs, lady, or ladies, or personages if no such qualifications apply, but are any of you, of the aforementioned categories, able, and or willing, to operate the operate this redoubtable lift system I see described by the hieroglyphics on this control panel here[i]" T'lam, for no apparent reason, speaks as if others could see his gesture towards the presumably matching control station on his side of the chasm, one of a number of hints, alongside his increasingly more rambling manner of speech, that this character's social manners are quite a bit less refined than his recent attempts at communication might have otherwise suggested.

[i]"Lamentably, for both you and me, for us collectively, or presumably so unless I or you or we can divine some suitable alternative, I am unable to operate this conveyance with my own vested mystical powers and abilities, and though those two designations might appear, on the face, like synonyms, in point of fact I intend them as representatives of my active and passive capacities with arcane forces, and so you would be incorrect in the assumption of my verbal in-exactitude, which is always a likely assumption considering the great care with which I always select my words... this last assertion seems particularly false, as the creature seems to, somewhere in the midst of its rambling, relinquish and firm grasp on its original train of thought.

Unheard, apparently one of its companions has prompted a return to the original mention of the psionic lift system that had originally engendered the Shadowbourne's comment.

"Oh, yes Hastniss, indeed, but you needn't be so brusque about the whole business, I was returning to the matter of the the lift system presently after I had properly qualified my statement."

"In any event, I believe it could be used as a powerful weapon if you simply directed it to crush this little band -- send it up high and then drop it on their heads like a meat tenderizer!"

He then seems to return to some nearby companion, "My dear gourmand Johnny, do you agree with my description of this purported effect?"


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

"I suppose using the lift to slay them all seems prudent but if we kill them all then we shall know no more about this place then we do already. However, if the choice is life or death I choose life and the death of these creatures bent on summoning a horribly wretched creature into our world..."


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

Surprise Action cont:

Perception: 1d20 + 9 ⇒ (10) + 9 = 19

Move to a cover that she see that is suitable for her to mask her presence/hide, drawing her whip in the process.

Stealth if applicable: 1d20 + 10 ⇒ (10) + 10 = 20


Pak'cha wrote:
"I suppose using the lift to slay them all seems prudent but if we kill them all then we shall know no more about this place then we do already. However, if the choice is life or death I choose life and the death of these creatures bent on summoning a horribly wretched creature into our world..."

The, one can only assume self-appointed, reptilian spokesman for the group from the planet called "Serran" continues in what seems to be his ordinary rambling pattern of speech, seemingly without need for breath,

"Oh dear, I fear greatly that you, yourself, have entirely misunderstand, in both a thorough and thorough-going, by which I mean both a semantically collective as well as experientially continuous and ongoing fashion, the proposal presently under consideration, my new proboscis-saddled interlocutor."

Once again his tumult of speech appears to be interrupted by one of his nearby companions,

"Why yes, Hastniss, I am, myself, presently coming to the main point, why do you ask? Anyway, my point is that I was only suggesting that Rokan squash the robed one -- they're not all going to fit under one platform anyway. We can stun or capture one of the others, and interrogate them for further information on these thoroughly exotic premises."


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: 1/7 | Power Points: 16/73 | 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)
T'lam T'listillit Shadowbourne wrote:
Excuse me good and estimable sir, sirs, lady, or ladies, or personages if no such qualifications apply, but are any of you, of the aforementioned categories, able, and or willing, to operate the operate this redoubtable lift system I see described by the hieroglyphics on this control panel here[i]" T'lam, for no apparent reason, speaks as if others could see his gesture towards the presumably matching control station on his side of the chasm, one of a number of hints, alongside his increasingly more rambling manner of speech, that this character's social manners are quite a bit less refined than his recent attempts at communication might have otherwise suggested.

I think this might be a good attack after our initial ranged assault. I don't believe it needs to be the first thing we do and I need to be careful to not slam it from so high that the platform breaks, rendering it useless to us after.


Rokan the Ascetic wrote:
T'lam T'listillit Shadowbourne wrote:
Excuse me good and estimable sir, sirs, lady, or ladies, or personages if no such qualifications apply, but are any of you, of the aforementioned categories, able, and or willing, to operate the operate this redoubtable lift system I see described by the hieroglyphics on this control panel here[i]" T'lam, for no apparent reason, speaks as if others could see his gesture towards the presumably matching control station on his side of the chasm, one of a number of hints, alongside his increasingly more rambling manner of speech, that this character's social manners are quite a bit less refined than his recent attempts at communication might have otherwise suggested.
I think this might be a good attack after our initial ranged assault. I don't believe it needs to be the first thing we do and I need to be careful to not slam it from so high that the platform breaks, rendering it useless to us after.

"I think this hieroglyphic display indicates that there are quite a number of the platforms located at the bottom of the shaft, at least several dozen, so that should not be a decisive concern, nor am I certain my proposal would break said platform, as I believe these signs indicate that the alloy is of some incredible, otherworldly material that should be highly resistant to standard battery such as would occur under the plan of attack which yours truly furnished just a moment... Hastniss, why ever are you frowning so?"


Max WP/Vigor: 28/39 | Def: 25 | Fort: +9; Ref: +10; Will: +12 | Init: +11 Current Damage (WP: -0) / (Vigor: -0) |
Spell Slots:
-/8/6
| Heavenly Fire: 10 | Ki: 9

"Wisened one, perhaps you could use your magic to lower me down safely?" Johnny suggests as he looks over the edge, then backs up and prepares to make a running jump.


Johnny Lawrence wrote:
"Wisened one, perhaps you could use your magic to lower me down safely?" Johnny suggests as he looks over the edge, then backs up and prepares to make a running jump.

Um... don't get mad, but that wasn't super specific, and given the Shadowbourne's demonstrated 'wisdom', such a request has predictable results with him...

The mojh regards Johnny quizzically, cocking its strange reptilian profile, equal parts chameleon and iguana, to a slightly uncomfortable-seeming tilt,

"Why, yes, Johnny, I would, myself, indeed, were I so to desire and acquiesce, since, as you must know, those two are not the same, but I am capable, and indeed willing, with regards to both..."

"Anyway, yes, I could do that, but that is quite a far, far, far ways down, and I'm not sure what you're going to do down there that's going to be of any particular use to us in the present enterprise in which we are so earnestly engaged, alongside these new associates..."

"Anyhoo, I'll bring you back up in a few minutes, and do be sure to tell me if you see anything interesting down there!"

Johnny begins to lower precipitously into the volcanic pipe, far below the company's current horizon of vision.


T'lam T'listillit Shadowbourne wrote:
Johnny Lawrence wrote:
"Wisened one, perhaps you could use your magic to lower me down safely?" Johnny suggests as he looks over the edge, then backs up and prepares to make a running jump.

Um... don't get mad, but that wasn't super specific, and given the Shadowbourne's demonstrated 'wisdom', such a request has predictable results with him...

The mojh regards Johnny quizzically, cocking its strange reptilian profile, equal parts chameleon and iguana, to a slightly uncomfortable-seeming tilt,

"Why, yes, Johnny, I would, myself, indeed, were I so to desire and acquiesce, since, as you must know, those two are not the same, but I am capable, and indeed willing, with regards to both..."

"Anyway, yes, I could do that, but that is quite a far, far, far ways down, and I'm not sure what you're going to do down there that's going to be of any particular use to us in the present enterprise in which we are so earnestly engaged, alongside these new associates..."

"Anyhoo, I'll bring you back up in a few minutes, and do be sure to tell me if you see anything interesting down there!"

Johnny begins to lower precipitously into the volcanic pipe, far below the company's current horizon of vision.

The dracha's fearsome jaws, equal parts in aspect that of a crocodile and tyrannosaurus, gape in shock at his mystical associate's pronouncement.

He quickly recovers, a slight plume of steam escaping his flared nostrils in an elegant pair of rings.

"Dragon God of Gods and Dragons! What do you think you're doing?


Hastniss D'raxsiladaimanos wrote:
T'lam T'listillit Shadowbourne wrote:
Johnny Lawrence wrote:
"Wisened one, perhaps you could use your magic to lower me down safely?" Johnny suggests as he looks over the edge, then backs up and prepares to make a running jump.

Um... don't get mad, but that wasn't super specific, and given the Shadowbourne's demonstrated 'wisdom', such a request has predictable results with him...

The mojh regards Johnny quizzically, cocking its strange reptilian profile, equal parts chameleon and iguana, to a slightly uncomfortable-seeming tilt,

"Why, yes, Johnny, I would, myself, indeed, were I so to desire and acquiesce, since, as you must know, those two are not the same, but I am capable, and indeed willing, with regards to both..."

"Anyway, yes, I could do that, but that is quite a far, far, far ways down, and I'm not sure what you're going to do down there that's going to be of any particular use to us in the present enterprise in which we are so earnestly engaged, alongside these new associates..."

"Anyhoo, I'll bring you back up in a few minutes, and do be sure to tell me if you see anything interesting down there!"

Johnny begins to lower precipitously into the volcanic pipe, far below the company's current horizon of vision.

The dracha's fearsome jaws, equal parts in aspect that of a crocodile and tyrannosaurus, gape in shock at his mystical associate's pronouncement.

He quickly recovers, a slight plume of steam escaping his flared nostrils in an elegant pair of rings.

"Dragon God of Gods and Dragons! What do you think you're doing?

"What do you mean? He said he wanted help going down, I'm simply obliging, as is my nature."


T'lam T'listillit Shadowbourne wrote:
Hastniss D'raxsiladaimanos wrote:
T'lam T'listillit Shadowbourne wrote:
Johnny Lawrence wrote:
"Wisened one, perhaps you could use your magic to lower me down safely?" Johnny suggests as he looks over the edge, then backs up and prepares to make a running jump.

Um... don't get mad, but that wasn't super specific, and given the Shadowbourne's demonstrated 'wisdom', such a request has predictable results with him...

The mojh regards Johnny quizzically, cocking its strange reptilian profile, equal parts chameleon and iguana, to a slightly uncomfortable-seeming tilt,

"Why, yes, Johnny, I would, myself, indeed, were I so to desire and acquiesce, since, as you must know, those two are not the same, but I am capable, and indeed willing, with regards to both..."

"Anyway, yes, I could do that, but that is quite a far, far, far ways down, and I'm not sure what you're going to do down there that's going to be of any particular use to us in the present enterprise in which we are so earnestly engaged, alongside these new associates..."

"Anyhoo, I'll bring you back up in a few minutes, and do be sure to tell me if you see anything interesting down there!"

Johnny begins to lower precipitously into the volcanic pipe, far below the company's current horizon of vision.

The dracha's fearsome jaws, equal parts in aspect that of a crocodile and tyrannosaurus, gape in shock at his mystical associate's pronouncement.

He quickly recovers, a slight plume of steam escaping his flared nostrils in an elegant pair of rings.

"Dragon God of Gods and Dragons! What do you think you're doing?

"What do you mean? He said he wanted help going down, I'm simply obliging, as is my nature."

"Clearly that's not what he meant."


Hastniss D'raxsiladaimanos wrote:
T'lam T'listillit Shadowbourne wrote:
Hastniss D'raxsiladaimanos wrote:
T'lam T'listillit Shadowbourne wrote:
Johnny Lawrence wrote:
"Wisened one, perhaps you could use your magic to lower me down safely?" Johnny suggests as he looks over the edge, then backs up and prepares to make a running jump.

Um... don't get mad, but that wasn't super specific, and given the Shadowbourne's demonstrated 'wisdom', such a request has predictable results with him...

The mojh regards Johnny quizzically, cocking its strange reptilian profile, equal parts chameleon and iguana, to a slightly uncomfortable-seeming tilt,

"Why, yes, Johnny, I would, myself, indeed, were I so to desire and acquiesce, since, as you must know, those two are not the same, but I am capable, and indeed willing, with regards to both..."

"Anyway, yes, I could do that, but that is quite a far, far, far ways down, and I'm not sure what you're going to do down there that's going to be of any particular use to us in the present enterprise in which we are so earnestly engaged, alongside these new associates..."

"Anyhoo, I'll bring you back up in a few minutes, and do be sure to tell me if you see anything interesting down there!"

Johnny begins to lower precipitously into the volcanic pipe, far below the company's current horizon of vision.

The dracha's fearsome jaws, equal parts in aspect that of a crocodile and tyrannosaurus, gape in shock at his mystical associate's pronouncement.

He quickly recovers, a slight plume of steam escaping his flared nostrils in an elegant pair of rings.

"Dragon God of Gods and Dragons! What do you think you're doing?

"What do you mean? He said he wanted help going down, I'm simply obliging, as is my nature."
"Clearly that's not what he meant."

"Huh? Clearly what's not?"


T'lam T'listillit Shadowbourne wrote:
Hastniss D'raxsiladaimanos wrote:
T'lam T'listillit Shadowbourne wrote:
Hastniss D'raxsiladaimanos wrote:
T'lam T'listillit Shadowbourne wrote:
Johnny Lawrence wrote:
"Wisened one, perhaps you could use your magic to lower me down safely?" Johnny suggests as he looks over the edge, then backs up and prepares to make a running jump.

Um... don't get mad, but that wasn't super specific, and given the Shadowbourne's demonstrated 'wisdom', such a request has predictable results with him...

The mojh regards Johnny quizzically, cocking its strange reptilian profile, equal parts chameleon and iguana, to a slightly uncomfortable-seeming tilt,

"Why, yes, Johnny, I would, myself, indeed, were I so to desire and acquiesce, since, as you must know, those two are not the same, but I am capable, and indeed willing, with regards to both..."

"Anyway, yes, I could do that, but that is quite a far, far, far ways down, and I'm not sure what you're going to do down there that's going to be of any particular use to us in the present enterprise in which we are so earnestly engaged, alongside these new associates..."

"Anyhoo, I'll bring you back up in a few minutes, and do be sure to tell me if you see anything interesting down there!"

Johnny begins to lower precipitously into the volcanic pipe, far below the company's current horizon of vision.

The dracha's fearsome jaws, equal parts in aspect that of a crocodile and tyrannosaurus, gape in shock at his mystical associate's pronouncement.

He quickly recovers, a slight plume of steam escaping his flared nostrils in an elegant pair of rings.

"Dragon God of Gods and Dragons! What do you think you're doing?

"What do you mean? He said he wanted help going down, I'm simply obliging, as is my nature."
"Clearly that's not what he meant."
"Huh? Clearly what's not?"

The dracha shakes his horned head in consternation and glides down on his immense pair of black bat wings, the pinions of which rake the night air with a slight whistle as he descends to grab hold of Johnny and deliver him to the edge of the volcanic shelf on which rests the fortress of the pale white skinned creatures and their victim.


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: 1/7 | Power Points: 16/73 | 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)

Very well. Shifting to platform lobbing. On your mark, signal me when you're all ready.

He walks over to the platform controls and begins to concentrate on controlling the nearest platform. When they signal him he positions it directly over the ceremony participants, at least 150' above them.

Updated readied surprise action:

Platform drop damage: 20d6 ⇒ (4, 5, 2, 4, 5, 4, 4, 5, 4, 5, 4, 1, 5, 1, 3, 2, 4, 2, 3, 6) = 73

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