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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DC 15 Fortitude save vs. Massive Damage: 6d20 ⇒ (2, 8, 15, 11, 13, 18) = 67

Okay, the Occultist fails his check and dies, the other 6 morlocks effected survive but will be effected variously, I'll figure out how it all pans out tomorrow.


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

Initiative: 1d20 + 13 ⇒ (6) + 13 = 19


Canaan Ghajar wrote:
[dice=Initiative]1d20+13

Is that supposed to be the roll for everyone? I want to do group initiative, one for the party, one for the enemies. Each group gets to add the initiative bonus for the individual member with the highest initiative modifier


Kethe Cinderfell wrote:

"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.

** spoiler omitted **

DC 17 Reflex save: 4d20 ⇒ (19, 9, 14, 19) = 61

The hellion, his mount, and the two gorelocks all make their save and so are only dazzled by Kethe's spell.


The two haruspex and the occultist are dead. The gorelocks are down to 3 wounds each, which means if they move they'll probably fall unconscious in the next round. They would be easy to intercept if someone wanted to interrogate a hostage at this point -- I'm guessing the Canaan as a mesmirist will take the lead on this?

The hellion, his mount, and two of the gorelocks, and harriers (the latter six of which were not under the platform when it dropped), are still alive. The six not under the platform drop are at full health, the hellion and his mount, as well as the two gorelocks next to him when the platform dropped, are down 98 damage points

Johnny is now on the edge of the platform

We're still adjudicating who goes next, I'll post a narrative description of the action tomorrow morning or evening


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

If the morlocks are evil, they also take 13 points of damage from Kethe's burst of radiance, regardless of the reflex save.


I was counting that 73 from the platform + 13 from the burst of radiance + 12 from Pak'cha's magic missile


DECEASED

Initiative
Malkaer: 1d20 + 6 ⇒ (8) + 6 = 14
Canaan: already rolled with +3 mod: 19 = 19
Kethe: 1d20 + 2 ⇒ (18) + 2 = 20
Kuro: 1d20 + 4 ⇒ (20) + 4 = 24
Pak'Cha: 1d20 + 8 ⇒ (10) + 8 = 18
Rokan: 1d20 + 5 ⇒ (12) + 5 = 17
Johnny: 1d20 + 7 ⇒ (7) + 7 = 14
Ja'far: 1d20 + 8 ⇒ (12) + 8 = 20

I think that is everyone who is here? If I missed you, my apologies.


Male Half-Janni, Jinnborn.

Just like our othergame, I was gone for a little bit grum but I'm back now. Do want me to roll or will you be doing the honors? My mod is +8 now.


DECEASED

Welcome back! Added you to the list


The idea was one roll for the whole group and add the highest individual modifier, so I think that's 28

Now I'll roll for the remaining morlocks, Initative: 1d20 + 8 ⇒ (13) + 8 = 21

So, player's go first, please begin prepping your next round of actions.

Canaan, you find a small, upward-leading path behind the control console for the lift if you want to hide or try to get into a different position.

Please remember that no one except Johnny is currently on the cliff shelf with the morlocks, so we're still dealing with ranged attacks or trying to get people over to the fortress.


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

She would probably hide for the turn. Note that, she can climb and has innate 20 ft climb speed this round but that would be considered unladylike and a direct approach. She is anything but direct.


HP/SP: 25 (25)/ 5 (33) | EAC/KAC 19/19 (19/20) | Init +4 | Fort: +7; Ref: +7 (8) ; Will +2 Resolve: 4 (4) | Entropic Pool: 0 (3) | Stellar Mode: Graviton 2 (3)

As Johnny lands, he smirks as he moves next to one of the Morlocks and "You guys are in troouubbllee!" before cracking his knuckles.


Okay, now this post is going to catch up the action we've adjudicated in out of character speech to one-another in the narrative

The sinister ceremony proceeds with a ponderous but steady pace.

Still, the heavy, sonorous reverberations of the drums resounds in the nighttime breezes.

Two of the larger 'chimeras' drag the bound man forward, viciously pulling on the spiked chain wrapped around his torso, pinning his arms like coils of a metallic cephalopod.

The red-robed creature gradually raises a large platform, several dozen feet in length, from the depths of the volcanic pipe which comprises the mine (Image. Without a doubt, its appearance is truly otherworldly, a curious admixture of an unidentifiable, yet clearly artificial alloy modeled into a semi-organic shape, something like a spine-laden insect. The strange device gradually rises to an almost even level in the chasm between the fortress before which the ceremonial procession is gathered, and the far side of the caldera where the fire drake waits hungrily at the jagged cavern mouth of its den.

Two of the white-skinned creatures are seemingly attendants of the red-robed entity, based on their similarly-cut black mantles as well as close physical association with the central figure, standing on each side of the blood-hued cloak which swathes the operator of the lift controls. Their next actions also confirm a quasi-clerical role in the proceedings. They lift a wheel firmly over the head of the captive, enmeshing his neck in the center of the spokes, despite his futile struggles. Next, the two black robed creatures en-kindle narrow, spine-like candles spaced at even intervals around the outermost lip of the wheel. Finally, they contain the captive's guttural protestations with a thick hood shaped in the image of a fire-drake's mouth, so that the effect is as if the great beast is devouring the head of the victim.

However, as the drum beat reaches a crescendo, the platform which Rokan has slowly levitated around the outer perimeter of the processions' line of sight, then up and over their heads, brutally interrupts the proceedings.

The immense object crashes with a thunderous force, pulverizing the red-robed figure, and its two black robed attendants. The mounted warrior and two of his large guards remain, but stumble back in shock, covered in slick blood.

The entire shelf on which rests the fortress from which the procession emerged shakes with a violent shudder, echoed soon by the abandoned platform, its ascent halted by the sudden death of the red-robed creature, descending calamitously into the depths of the pipe.

The six unaffected members of the procession begin to cast around warily at this shocking course of events...

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

surprise round action:
Kuro lower's his energy bow when the group on the west cliff prove's to be helpful. Inwardly happy to have other ally's in this situation, Kuro turn's his view back to the group Chimera's, unaware of their true name as Murlock's. they are truly disgusting visually, and even more gross with their treatment of human's. His heart almost stops in his chest when his eye's catch a glimps of the fire drake, his bow almost dispersing as his focus waver's.

"...I'm gonna need bigger arrow's..." he mutter's fishing into his pack and pulling out a wand.
umd, gravity bow: 1d20 + 11 ⇒ (14) + 11 = 25

With the falling of the platform taking out the leader, Kuro plant's his great energy bow into the ground to stabilize his firing arc, a long slender arrow, more resembling a sword, appears in his hands. With practiced ease, Kuro draws the sword arrow back, arm's bulging, and eye's alight with his mythical power.

"I am...the bone of my sword" he mutter's under his breath, repeating his mantra again, eye's focused on the enemy, writing the 'history' of his arrow. He 'write's' a hatred of human like monster's into his bow's very being. finally, he let's his draw string snap back into place, sending his large arrow shooting across the gorge, a spear of blue light. About halfway through the arrow's flight, it split's into 6 separate arrow's all poised to spear they enemy down.

i attack with all three actions, direction my attacks at MORLOCK HELLION if he is still alive, if not i attack the strongest morlock still alive. i add my psystrike ability to the first arrow that hit's. then i spend my psionic focus to add my psystrike again to the 4th arrow which i get by then using a mythic power to gain another attack that bypasses all DR and cover. then use mythic rapid shot to shot 2 more arrows

1st Arrow: 1d20 + 17 ⇒ (9) + 17 = 26
1st Arrow damage: 2d8 + 9 + 2d6 + 2d8 ⇒ (8, 5) + 9 + (3, 3) + (8, 1) = 37
2nd Arrow: 1d20 + 12 ⇒ (19) + 12 = 31
2nd Arrow damage: 2d8 + 9 + 2d6 ⇒ (8, 4) + 9 + (5, 6) = 32
3rd Arrow: 1d20 + 8 ⇒ (18) + 8 = 26
3rd Arrow damage: 2d8 + 9 + 2d6 ⇒ (6, 6) + 9 + (1, 1) = 23
4th Arrow: 1d20 + 17 ⇒ (14) + 17 = 31
4th Arrow damage: 2d8 + 9 + 2d6 + 2d8 ⇒ (5, 1) + 9 + (3, 4) + (1, 5) = 28
5th Arrow: 1d20 + 17 ⇒ (10) + 17 = 27
5th Arrow damage: 2d8 + 9 + 2d6 ⇒ (8, 7) + 9 + (1, 4) = 29
6th Arrow: 1d20 + 17 ⇒ (12) + 17 = 29
6th Arrow damage: 2d8 + 9 + 2d6 ⇒ (7, 1) + 9 + (4, 5) = 26


Okay that kills off the hellion, his mount, and the two remaining gorelocks. There are still 2 gorelocks, and 4 harriers unharmed. The captive is now freed if someone can finish rescuing him, he might be able to offer some insight into the mines.


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)

and now he'll use the energy missile action from before I agreed to do the platform drop. I see no reason to re-roll those missiles, but they can be randomly applied to the remaining foes.

Rokan gasps after releasing his concentration on the platform. He's not sure if the crushed enemies were the most important ones, and he can see that some remain and will soon wise up to their location.

He places two fingers on his forehead and focuses on the creation of energy. He gathers it until five bolts fly out towards the remaining foes.

Well, if they didn't know where we were attack from before...


DECEASED

Shocked by the archer's deadly volley, Malkaer stood next to him with his blade drawn. He figured that if the enemy were going to attack anyone, it would be this demi-god of death. He would stand before any who came.

Readied action if any enemy comes into range. But I think that our ranged damage dealers have this set


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

My Surprise Round action was to target the Red Robed Summoner using Mythic Magic Missile. I delivered 12 damage. Let's assume that with him dead I targeted the Gorelocks.

Round 1 Action

With the greatest threat neutralized quite permanently, Pak releases another set of Magic Missiles, these not enhanced by his new ring at the same Gorelock his magic already struck.

Magic Missile 2d4 + 2 ⇒ (2, 3) + 2 = 7


Male Half-Janni, Jinnborn.

Ja'far stood steadfast with his bronze scimitar as it glistened under the sun. He scanned the battlefield looking if any of the archer's foes were even living, suffice to say Ja'far was impressed and glad Kuro was on their side.

Just like Maelkaer, I'm going to ready an action to attack any foe that gets close.


Friends, I posted a combat rules pdf in discussion for everyone's consideration. I also suggested a template for combat actions. Could everyone take a look and tell me if they're willing to do simultaneous combat? If that will work for everyone I can go ahead and post the morlocks's reaction and actions at the same time as the players.


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

Canaan waits behind her cover to strike at her targets if they pass by her hiding spot to reach the others that accompanies her.

Turning her attack into a reaction for any singular enemy. Also turning her casting color spray multiple enemies if they near hear into a reaction thereby using all of her actions in round 1.


Okay, let's try phased combat for a couple of rounds and see how it goes. This post will happen concurrently with the actions stated for this first round. This post is supposed to be a template for how I think this will be easiest -- state your actions by using this template of combat phases with the appropriate AP, and then write a narrative description

1. Free Actions: 2 intellect devourers, and 1 intellect devourer sorcerer 12 (dractoine electus) perform Body Thief(Su) on morlock occultist, hellion, and horned goliath (3 AP), potentially provoking 3 attacks of opportunity. The four morlock artillery teams, each consisting of 3 morlock harriers and 1 morlock mordrake, on the four watch towers each load (5AP) and aim (3AP), and fire (1AP) 4 heavy bombards (3 AP).

Each mordrake rolls against DC25 to fire bombard: 4d20 ⇒ (17, 10, 19, 19) = 65
Only two of them hit. I rule they hit the NPCs on the western side of the plateau -- T'lam Tlistillit and company, etc, excepting Johnny, who is already on the fortress plateau.

2. Fast Casting
3. First Step
4. Standard Spellcasting
5. First Attack
6. First Half Movement
7. Second Attack
8. Second Half Movement
9. Remaining Attack(s)
10. Final Spellcasting
11. Final Actions

note that the three intellect devourers have provoked a ranged attack of opportunity through their use of the Body Thief(Su) ability. Let's resolve that before we move on to the next round

The plummeting doom occasioned by the great lift platform slightly disperses the remaining creatures gathered on the lip of the plateau overlooking the great chasm of the extinct volcano's caldera. They are all pushed back as if by some great hand, and now attempt to regroup, two of the larger specimens and four of the smaller ones, against the fortification in front of which they are gathered for their sinister ceremonies.

The details of this protective backdrop now come more fully into view, and consists a monumental fortress wall and four large guard towers. The curtain wall, its summit shielded by dense crenelations, appears to be made of some variety of granite, its surface sheer and eerily illuminated by the flickering torchlight of the procession.

The four watchtowers now appear to erupt in new life, their quaternary peaks spewing immense flames like a spitting wyrm. These new blossoms of fire illuminate immense canon-like siege engines, all of which are slowly grinding into position, two to the left, and two to the right, in order to assail the fortresses' new adversaries.

The ruined bodes of the robed creature, as well as his mounted associate and its beast of burden, are also now made subject to yet another transformation beyond their deaths.

Three hideous entities, appearing as disembodied brains suspended over the earth by a set of four bestial paws, claw their way violently into the mouths of the fallen white-skinned ritualists.

Suddenly, a telepathic communication erupts into the telepathic continuum created by the Tyrian druid Misra.


"The serpent-spiders have sent their slave against us brethren. They have failed to seize the Aerie from below, and now they attempt a surface siege."

The voice then seems to address House Vordon's representatives,

"Know, slaves of the serpent-spiders, that the power of the Master of the Aerie shall annihilate those who possess the gall to disrupt the sacred worship of Ymeri the Queen of the Fires."


Let's have everyone finish any final touches on their actions for this first round before I finish adjudicating results. You have 24 hours from this post.


DECEASED

Still no way I can see to get into melee. Malkaer has no flight, teleportation or ranged options, so he’s at a loss here. The fact that we are on a platform that moves further highlights that a ground-bound melee can’t act as of yet.

”Are those siege weapons? We need to get off of this death trap, now.” Suddenly his sword felt very insubstantial. He readied himself for the worst...

Readied Action for if the siege engiens open fire on us. Will use 1 Mythic Point to cast feather fall, so if the platform is destroyed the fall won’t be deadly


Malkaer Illuvinar wrote:

Still no way I can see to get into melee. Malkaer has no flight, teleportation or ranged options, so he’s at a loss here. The fact that we are on a platform that moves further highlights that a ground-bound melee can’t act as of yet.

”Are those siege weapons? We need to get off of this death trap, now.” Suddenly his sword felt very insubstantial. He readied himself for the worst...

Readied Action for if the siege engiens open fire on us. Will use 1 Mythic Point to cast feather fall, so if the platform is destroyed the fall won’t be deadly

Could you perhaps put the future combat posts in the format I modeled with mine with the phases and AP totals for each action? This will help me a lot keeping up with everything.

You're not on a moving platform yet -- you're still on the eastern cliff on the map. Is everyone clear where the characters are? Rokan will have to summon one of the platforms for you if you want to move.

There's the invisible ledge Kethe found -- it seems to be a path around the edge of the caldera. You could explore that too.


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

Round 1

Pak'Cha Action:

1. Free Action - None.
2. Fast Casting - Spend 1 Mythic Point utilizing Wild Arcana to Cast Feather Fall
3. First Step - None, hold position.
4. Standard Spellcasting - Cast Protection from Arrows granting DR 10/Magic vs. Ranged Weapons (including Ballistae!)
5. First Attack - None, too far for Melee.
6. First Half Movement - None, hold position.
7. Second Attack - N/A
8. Second Half Movement - If Ballistae strike his position, step off the platform to gently glide down.
9. Remaining Attack(s) - N/A.
10. Final Spellcasting - N/A (did not cast Full Round spell).
11. Final Actions - Speak.

As Pak is about to blister the foes below once more, the defenses heretofore unseen begin to move against the intruders, in this case meaning the Thri-Kreen and his allies!

Expending his innate powers he casts a spell allowing him to float through the air in case their position is overrun by large ballistic weapons. He then takes a defensive action to ensure that these new weapons cause him much less harm.

His attacks will have to commence once more after his own safety is, while not ensured, at the least bolstered, speaking via Mindlink "The defenders see us as pawns of another faction, regardless, this foul ritual must be stopped!"


I'm giving another 24 hrs for everyone to sort out their actions for ROUND 1 before I adjudicate all the results.


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

Kethe actions:
1. Free action - speak
2. Fast Casting - none
3. First Step - not moving
4. Standard Spellcasting - cast Fog Cloud
5. First Attack - none
6. First Half Movement - none
7. Second Attack - N/A
8. Second Half Movement - if another platform is called, step on it
9. Remaining Attack(s) - N/A
10. Final Spellcasting - N/A
11. Final Actions

"We need to get down there! Our melee combatants are useless on this ledge! I will obscure our passage as much as I can." Kethe calls out as she prepares to cast a spell. The precipitous escalation of events doesn't give her much time to think about it, but she has definitely registered the use of arcane spells around her! If they survive this encounter, she fully intends to confront the users afterwards.

For now, they were stationary targets and those siege weapons looked formidable and deadly. Focusing, the druid locates what scant moisture exists in the air, multiplying it and concentrating it in an area between their group and the fortress in order to provide them some cover against attacks from below.

If my understanding is correct, we are not on any platform at the moment and still on the ledge. The platform that crashed into the morlock party was empty. Probably the best thing to do at this point is to summon another platform, going on the ledge will leave us quite exposed.


Remember there's also the invisible ledge Kethe found that seems to wind around the lip of the caldera. Additionally, Canaan has just found a small step that seems to go up to the top of the wall of the rim of the extinct volcano, winding up behind the platform control panel

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

actions:

1.Kuro takes his attack of op on the closest intellect devourer and activates amazing initative (1 Reaction + gaining 1 AP from amazing initiative) Attack of opportunity: 1d20 + 14 ⇒ (1) + 14 = 15
2. Kuro is not capable of casting
3.Kuro does not move from his cover
4.Kuro does not cast any magic
5.Kuro attacks the closest group of morlocks shooting the bombards, my range is 550ft (1 ap) 1st Arrow: 1d20 + 16 ⇒ (18) + 16 = 34 damage: 2d8 + 13 + 2d6 ⇒ (2, 1) + 13 + (2, 1) = 19 currently against monstrous humanoids all my attacks peirce all Dr save Dr/- or Epic
6.does not move
7.attacks the same group of murlocks unless he managed to kill one with the first attack, if he did, he shoots for the next group of morlocks, aiming to disable the bombards by killing one creature and make them unable to efficently shoot.(1 ap)2nd Arrow: 1d20 + 11 ⇒ (13) + 11 = 24 damage: 2d8 + 13 + 2d6 ⇒ (8, 8) + 13 + (1, 3) = 33
8.does not move
9.continues with his plan to kill one morlock in each tower, if he manages this he just aims at the closest morlock(2 ap + mythic rapid shot)3rd Arrow: 1d20 + 11 ⇒ (6) + 11 = 17 damage: 2d8 + 13 + 2d6 ⇒ (4, 4) + 13 + (2, 3) = 26
4th Arrow: 1d20 + 18 ⇒ (5) + 18 = 23 damage: 2d8 + 13 + 2d6 ⇒ (2, 5) + 13 + (5, 3) = 28
5th Arrow: 1d20 + 14 ⇒ (20) + 14 = 34 damage: 2d8 + 13 + 2d6 ⇒ (7, 4) + 13 + (4, 4) = 32
5th Arrow crit confirmation: 1d20 + 14 ⇒ (16) + 14 = 30 additional crit damage: 4d8 + 39 + 4d6 ⇒ (6, 1, 8, 4) + 39 + (5, 5, 1, 3) = 72
10.does not cast
11. speak's (free action)

Kuro stares down at the scattered and confused monsters below him and feels a sense of pity for them. He then smothers the feeling under layers of cold calculations in his head. There are a number of enemies still alive, one's his original volly did not slay....

He once again grasps at his power, a sense of 'Pure Steel' deep in his soul. For a moment he just appreciates it, noting how it's slightly dulled from his prior use of power. Letting it run through his veins, he gains a battle clarity beyond a human of his own skill level. Time slows, and he feels his 'Steel' enter his mind and forcing it calm.

He doesn't even blink when litteral walking brains crawl up and begin assimilating themselves into 3 of the dead morlocks, he only takes aim when they expose themselves.

The sudden bombardment of their mysterious allies on the western side almost breaks Kuro's hold on his 'Steel', which he grasps onto more tightly then ever before. The shift in concentration forcing his arrow off course by a wide margin. He tsks to himself, before shifting his attention from the body snatchers to the 4 towers all unleashing hell from afar.

His mind whirls with different possibilities, and his eye's narrow from the destruction caused. Making up his mind, Kuro turns his bow on the groups of bombards. Surely if he slays at least one from each group, they're rate of fire will be lessened if not stopped completely.

He once again aims, long spear-like blade taking the place of his arrow. Then he fire's it again, the arrow bursting it more, 5 different arrows seeking to stop those bombards from firing again.

"If you can't fight at range, find a way down there or into that castle! Those things can't be allowed to fire for much longer!"


Pak'cha wrote:

Round 1

** spoiler omitted **

As Pak is about to blister the foes below once more, the defenses heretofore unseen begin to move against the intruders, in this case meaning the Thri-Kreen and his allies!

Expending his innate powers he casts a spell allowing him to float through the air in case their position is overrun by large ballistic weapons. He then takes a defensive action to ensure that these new weapons cause him much less harm.

His attacks will have to commence once more after his own safety is, while not ensured, at the least bolstered, speaking via Mindlink "The defenders see us as pawns of another faction, regardless, this foul ritual must be stopped!"

Sorry I didn't catch this earlier, but Kethe's post jogged my memory -- there are defiling/preserving rules in the Dark Sun conversion document I posted in he campaign info page. Please double check your spell casting's effects from the last round of magic missiles (i.e., during the surprise round), as well as this one


Kuro 'Archer' wrote:

** spoiler omitted **

Kuro stares down at the scattered and confused monsters below him and feels a sense of pity for them. He then smothers the feeling under layers of cold calculations in his head. There are a number of enemies still alive, one's his original volly did not slay....

He once again grasps at his power, a sense of 'Pure Steel' deep in his soul. For a moment he just appreciates it, noting how it's slightly dulled from his prior use of power. Letting it run through his veins, he gains a battle clarity beyond a human of his own skill level. Time slows, and he feels his 'Steel' enter his mind and...

mordrake bombard crew head dead. One of the morlock harrier crew dead. One seriously wounded. Three harriers still alive on this tower, but they can now longer operate the bombard, and the survivors begin to retreat. Three towers still operational.


Pak'cha wrote:

Round 1

** spoiler omitted **

As Pak is about to blister the foes below once more, the defenses heretofore unseen begin to move against the intruders, in this case meaning the Thri-Kreen and his allies!

Expending his innate powers he casts a spell allowing him to float through the air in case their position is overrun by large ballistic weapons. He then takes a defensive action to ensure that these new weapons cause him much less harm.

His attacks will have to commence once more after his own safety is, while not ensured, at the least bolstered, speaking via Mindlink "The defenders see us as pawns of another faction, regardless, this foul ritual must be stopped!"

Kethe is correct here. You're not on a moving platform.


Bombard damage for T'lam T'listillit and Arnox (Hatsniss is outside area of effect): 18d6 ⇒ (5, 5, 1, 6, 2, 2, 3, 6, 1, 4, 5, 6, 5, 3, 3, 5, 5, 3) = 70

They are both down most of their vigor points, but not yet wounded. They both save vs. dying from massive damage.


Arnox attempts to take cover; T'lam T'lisstillit summons an elder air elemental with a word spell; Hastniss tries to get out of the way; Slavathras and Hussayn seemed to have disappeared; Misra and Dalman are climibing the narrow steps behind the control station panel, up into the heights of the caldera wall.

The ostensibly sturdy granite bastion on which the easternmost of the immense bombards operated by the cliff forts' defenders is sheathed in a veritable hail of arrows by the impressive arrow craft of Kuro. Under the devastating tumult of his assault, the tower's commander, a large, semi-reptilian variation of the white-skinned creatures, tumbles over, dead, into the abyss below, while several of its comrades fall in a less dramatic fashion beside the great, cannon-like weapon.

However, the bombards make a dual landing on the western cliff face in the wake of Kethe's spell erupting into vision, casting the opposite approach of the caldera into a misty haze.

Both Slavathras the bard, as well as the enigmatic mul Hussayn have seemingly disappeared in the course of the melee.

The pair of Tyrian druids are currently ascending the narrow steps behind the platform control panel, seeking, for whatever might be their inscrutable reasons, the heights of the mine caldera's surrounding wall.


"Ayeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee!!!!!!!!!!!!!!!!!!!"

The mojh shrieks in a decidedly valorous tenor upon its first experience of the 'chimera's' assault.

His armored brows furrow somewhat as he lifts his hands in an elusive gesture of magical import.

The winds rush in a deafening roar as an elder power of the heart of all air enters the skies of Athas...


Okay, we just need to resolve the effect of magic from Pak'cha and T'lam and we can move onto the next round


Malkaer, Canaan, come follow us up these steps, I think I see something on the heights, perhaps another means of crossing the caldera to the fortress.


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

Yes, your description matches what I saw. There is a panel that allow us operate the platform to ferry us across the caldera. Anyone knowledgeable in engineering and those without the ability to strike at range should come along with us while the others keep our foes at bay.

Cutting off her thoughts from the bond, Canaan hurries after the druids and the bard.

Round 1 Summary for previous post:

1. Free action - speak
2. Fast Casting - none
3. First Step - not moving
4. Standard Spellcasting - Reaction; ready to cast colorspray on multi-enemies if they are 15 ft of her (2 AP).
5. First Attack - Reaction; ready to attack the singular enemy if they come into whip range (1 AP).
6. First Half Movement - none
7. Second Attack - N/A
8. Second Half Movement - none
9. Remaining Attack(s) - N/A
10. Final Spellcasting - N/A
11. Final Actions - Standby until enemy in range. If not, see round 2 summary below.

Round 2 Summary for this post:

1. Free action - speak
2. Fast Casting - Pending (see final actions)
3. First Step - move until reach platform
4. Standard Spellcasting - None.
5. First Attack - Pending (see final actions)
6. First Half Movement - move until reach platform unless she is already there
7. Second Attack - N/A
8. Second Half Movement - move until reach platform unless she is already there
9. Remaining Attack(s) - N/A
10. Final Spellcasting - Pending (see final actions)
11. Final Actions - Movement to the platform. If she reached it already with her first movement, I will need further clarification of the distance between her enemies, sight of them and whether she can reach them/affect them with spells/stare if she can activate the mechanism of the panel before I confirm Canaan's actions if she has AP left after movement.


Canaan Ghajar wrote:

Yes, your description matches what I saw. There is a panel that allow us operate the platform to ferry us across the caldera. Anyone knowledgeable in engineering and those without the ability to strike at range should come along with us while the others keep our foes at bay.

Cutting off her thoughts from the bond, Canaan hurries after the druids and the bard.

** spoiler omitted **

** spoiler omitted **...

No, it's more than that -- look, there are a set of narrow, partially concealed steps leading upward behind the platform control station -- I think there's another 'fail safe,' some sort of non-psionic mechanism for crossing over to the fortress from above, some kind of rope-suspended chariots. We might be able to use them to get behind our enemies while their attention is focused elsewhere.

Also, just to be clear, the elf bard has just vanished -- you don't know where he's gone to, but he's not evidently with the druids.


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
Sebecloki wrote:
Sorry I didn't catch this earlier, but Kethe's post jogged my memory -- there are defiling/preserving rules in the Dark Sun conversion document I posted in he campaign info page. Please double check your spell casting's effects from the last round of magic missiles (i.e., during the surprise round), as well as this one

You have to choose to be a Defiler. Pak chooses not to be, even if I did choose o be at this time Pak has not Metamagic feats to apply to spells. No other effect.


Pak'cha wrote:
Sebecloki wrote:
Sorry I didn't catch this earlier, but Kethe's post jogged my memory -- there are defiling/preserving rules in the Dark Sun conversion document I posted in he campaign info page. Please double check your spell casting's effects from the last round of magic missiles (i.e., during the surprise round), as well as this one
You have to choose to be a Defiler. Pak chooses not to be, even if I did choose o be at this time Pak has not Metamagic feats to apply to spells. No other effect.

I see now having reviewed the rules again that this is the case, in that event, it is time to begin ROUND 2.

Ja'far, Canaan, Kethe, and Malkaer, I'm trying to offer you a way to get involved in the action so you're not just standing around waiting for the ranged warriors to finish pelting the enemy, If you follow the druids, there's another way to get to the fortress.

Also, rest assured, it's clear to me this isn't going to be very interesting for more than another couple of rounds, so I'm going to move the story along to some kind of negotiation/intrigue-based social conflict and trap/puzzle based dungeoneering soon (unless everyone pipes up that they really want to continue this combat).


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

Round 2

As his allies begin to break away, Pak follows the Druids. Why fight from a position where the defenders can attack him?

Pak'Cha Action:

1. Free Action - None.
2. Fast Casting - None.
3. First Step - N/A
4. Standard Manifesting - Precognition.
5. First Attack - None, too far for Melee.
6. First Half Movement - N/A
7. Second Attack - N/A
8. Second Half Movement - Follow the Druids up!
9. Remaining Attack(s) - N/A.
10. Final Spellcasting - N/A.
11. Final Actions - N/A


The narrow ascent, skillfully concealed from the eyes of casual inspection by the undulating geodesic strata of the extinct volcanic basin which houses the remnants of ancient Kalidnay's diamond mines, winds in an erratic path upward some two or three stories above the cliff entrance which faces the caldera. It cuts back and forth at vicious angles, seeming more like the path of a prancing mountain goat than any path intended for bipedal locomotion up the steep magma-formed escarpment. The cut backs only become more extreme as the narrow route achieves its ultimate termination in a small perch on the heights of the caldera walls, overlooking, with the dizzying perspective of a predatory bird, the depression of the mine's main shaft.

On this small rocky embankment perched, like a fortified crows' nest, atop the highest portion's of the dead fire-mount's surround rock walls, a curious contraption occupies the majority of the available space, positioned in the center of a complex, circular arrangement of hieroglyphics similar to those which illustrates the use of the gargantuan platforms on the control station below (image). The contraption resembles a horse-drawn chariot, made completely of some unknown alloy
(image).

Might this strange device offer some other means of traversing the perilous divide between House Vordon's emissaries and the fearsome ritual delegation now defending itself in the cliff-face redoubt set below and across this hitherto unnoticed vantage point?


Could everyone please, pretty please, try to finish posting their ROUND 2 actions in the next 48 hours? I really want to move the story along and not have the campaign dissolve from combat weariness -- I'm really trying to bring this to a resolution soon so it doesn't drag and ruin the game. I'm really enjoying running this!


Updated the side-view map of the complex so you can see where the 'upper platform' and the strange chariot or whatever is -- it's above where you are, near the fire drake cave, overlooking the fortress from the far side.


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

Kethe follows Pak'cha, Misra, and Dalman as they climb the switchback path to an unknown destination. Seeing what the bombards were capable of, she is loathe to remain in one spot for long, even with the cover of the fog cloud. Her steps are hastened by her magic, allowing her to easily catch up with the others.

Kethe actions:
1. Free action - None
2. Fast Casting - None
3. First Step - N/A
4. Standard Spellcasting - Cast Longstrider
5. First Attack - N/A
6. First Half Movement - N/A
7. Second Attack - None
8. Second Half Movement - Follow the others to the chariot
9. Remaining Attack(s) - N/A
10. Final Spellcasting - N/A
11. Final Actions - Knowledge checks

Up top, she examines the hieroglyphics and the chariot, trying to make sense of them.

Knowledge Engineering/history: 1d20 + 9 ⇒ (7) + 9 = 16
Knowledge Arcana: 1d20 + 12 ⇒ (16) + 12 = 28


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)

Misra, should I ready another platform as a backup or do you wish for my aid above?

Did anybody bot Rokan while I was gone, or does he need to submit *both* rounds 1 & 2 of actions? Whatever is needed, I'll look at the map when I get home (~1hour) to see current enemy positions and submit one or both.

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