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

Esplanade:

My only knowledges are local, religion and nobility, none of which I believe would be applicable here.

I do have some backstory I could share with you, but I don't know if I will have time. I'll be making a discussion post later tonight explaining.

Finally, what's the lighting condition like, and how far away are they exactly? Also, I assume it appears these creatures are poised to ambush the other PCs momentarily?


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)

Rokan will re-manifest the same two powers as before just before they open this electrical gate.

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

"rest would be smart...I'd like some time to review my knowledge of this area..." Kuro mutter's, glancing the half-ling man's way, he hopes he doesn't find his lack of answer off putting...

he'll apologize in the morning...


Hamza Mīnakshi wrote:
** spoiler omitted **

Hamza Mīnakshi:

I tend to construe the categories of Knowledge skills kind of broadly such that anyway they conceivably fall under that rubric, and even if its overlaps with others, I permit it. In this case -- local and religion might get you somewhere if you want to attempt.

The sightless trinity of reptilian abominations display a curious species of... intelligence?... as they apparently lie in wait for whoever, or whatever, prepares itself beyond the great portal.


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

Amunet tests with the others, keeping an eye on them.

Once everyone is up again, she encourages Slavatras to open the door.


Pale sky, white land; like somewhere past the end of the world.

The companions, old and new, lie up in the shade of a rock shelf until past noon. They scratch out a place in the gray lava dust to sleep.

Later, they set forth in the afternoon down the valley following the war trail of the Serpent Singers to the unopenable doors of the forgotten tomb.

They are very small and they move very slowly in the immensity of that landscape.

Come afternoon, they hove toward the rimrock again, and its impenetrable portal.

The bard points out a dark stain on the face of the barren cliff. It looked like the black from old fires. Slavathras shields his eyes. The scalloped canyon walls rippled in the heat like drapery fold.

"This is where I need to place the appendages of the kreen who donated its carapace for this armor -- is everyone ready for what's on the other side?"


DECEASED

Cat’s grace cast. +2 Ref/Init/AC/Hit/DMG for 4 min

Malkaer made a few practice swings with his blade to loosen his muscles. ”I am ready.”


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

Amunet-Ra looks at the Thri-Kreen in the party, as if to see what his reactions are to his employer wearing the carapace of one of his people as armor. Her eyes move on to Malkaer toying around with his sword after a while, since the Thri-Kreen remains an unreadable mask.

She then slowly nods.
I don't know what is on the other side, so i can't say i'm ready for it. I'm ready for you to open that door though.


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

Cae leans on his staff, waiting.


Male Halfling psion (nomad)/rogue (cutpurse+scout) 6 / elocater 2 / trickster 3 W 46 V 152/152 ~ AC44 tch36 ff25 ~ F+13 R+22 W+17 ~ CMD33; Init+29 Per+25; spot traps within 10' d20+29

Jimbli nods “ready...” He stands slightly crouched twenty feet from the door.. sword in hand.


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)

We of course can never be fully ready, not knowing what awaits us, but we are as ready as we can be...

Rokan re-applies his psychic defenses and gather's his internal elemental energies at the ready...

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

Kuro holds his hand's infront of his chest, outstretched and grasping at the air. In a flash of sparking light, his black bow appears in his hand's. He holds it low, but high enough to pull it up at a moment's notice.

"You have my bow..." he mutters softly to his party, though mostly to Slavathras.


Just so everyone knows, I got a PM from Pak'cha's player -- he's unfortunately had to withdraw b/c of his number of games and IRL issues. We wish him well! I may try to recruit another kreen coming up. I believe that leaves us with seven players: Kuro, Rokan, Amunet, Malkaer, Hamza, Jimbli, and Cae Leonidas .

The blazing heat of midday comes on quickly... too speedily by far. It seems as if this strange conglomeration of transients has barely closed their heavy eyelids when they are aroused by the shrill voice of the Serpent Singer's, Dreadseer, her high-pitched interjection cutting the buzzing heat that singes the desert air,

"Well, you're all sure taking long enough."

She sniffs with slight derision as she takes note of the elf called Slavathras by the servants of House Vordon preparing to manipulate the two great incisions in the rock with his chitinous armor's grisly appendages.

"I take it by all the fuss by Silan Tilak here that you found a way in to the kreen tombs?"

She looks on with some interest as the great door begins to slowly rise, accompanied by an undeniable buzzing tone, a curious aural phenomenon something between a staccato static charge and a dull wave of insectoid droning.

The enormous, highly-ornamented doorway, its surface filled covered with hieroglyphics and elaborate depictions of ancient kreen, each painted with a brilliant range of pigments, must weigh at least 100 tons. And yet, it rises inexorably, without any noise except the strange tone, certain absent any mechanical reverberations.

Its gradual recession slowly reveals an enormous, shadowed corridor, over a hundred feet in height, and perhaps miles long. Certainly, its termination is lost beyond any available horizon of vision.

At the same time, the shadows are pierced at their outermost portion by three reptilian shapes, each a bizarre sickle footed raptor without eyes (Image). Despite their eyeless profiles, they immediately strike-out at the gathered companions as if the hideous creatures had been preparing for the door's removal.

Combat begins now. For those new to the games, we're using a system of simultaneous-action, phased combat. I think it worked pretty well already to speed stuff along. Basically, everyone acts simultaneously and posts their actions, which happen in defined 'combat phases'. There is an example in gameplay above. Let me know if there are questions before we get started and I'll go over the rules again.


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

Two important questions before I can post my actions:

One: What is the level of light on *my* side of the corridor? Two Does initiative still matter? I have a bit of a focus on that, so I hope it wasn't a mistake on my part.


Hamza Mīnakshi wrote:

Two important questions before I can post my actions:

One: What is the level of light on *my* side of the corridor? Two Does initiative still matter? I have a bit of a focus on that, so I hope it wasn't a mistake on my part.

The way we did combat last time, there is no initiative. I'm open to revisiting the rules since we have so many new players, but I'm concerned about having initiative where the next person doesn't post for days and it slows everything down.

Let's here thoughts on combat rules, and no one post any actions or initiative until we decide what we're doing.

The light level is almost pitch black


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)

Rokan continues concentrating through the overwhelming buzz, and the sudden panic of the creatures who are no longer held at bay by the enormous doors. He holds forward a hand with his index and middle finger pointing forward, releasing bolts of cold energy that he'd been manifesting.

Missile 1 vs creature 1: 3d6 + 3 ⇒ (4, 1, 5) + 3 = 13
Missile 2 vs creature 1: 3d6 + 3 ⇒ (2, 5, 3) + 3 = 13
Missile 3 vs creature 2: 3d6 + 3 ⇒ (4, 6, 3) + 3 = 16
Missile 4 vs creature 2: 3d6 + 3 ⇒ (3, 3, 6) + 3 = 15
Missile 15vs creature 3: 3d6 + 3 ⇒ (5, 5, 3) + 3 = 16

Fortitude DC17 for half vs. each missile


DECEASED

advaced action for shocking grasp, simple action for move and spell strike grasp on nearest foe

Hit: 1d20 + 13 ⇒ (20) + 13 = 33
Damage: 6 + 15 + 7d6 ⇒ 6 + 15 + (5, 2, 2, 3, 6, 6, 1) = 46

Hit: 1d20 + 13 ⇒ (10) + 13 = 23
Damage: 12 + 26 + 7d6 ⇒ 12 + 26 + (4, 1, 6, 1, 2, 4, 3) = 59

Ki Attack: 1d20 ⇒ 13

2 Arcana points to maximize sword damage and make crit x3 instead of x2. Does not increase spell damage

In the darkness, Malkaer’s blade came to life. Currents of electricity danced across the black blade. The light emanating from the sword gave Malkaer a ghostly look as he stalked forward. This was the first time that he had attacked anything since the adventure had begun. Thus far he had always sought the peaceful path. Now was the time for the bloody road.

He struck swiftly and surely, with all of the might of a fallen elemental.

If It isn’t dead, or if another enemy is adjacent, then spent 1 ki point to make an Unarmed Strike

Hit: 1d20 + 13 ⇒ (4) + 13 = 17
Damage: 1d6 + 13 ⇒ (3) + 13 = 16


Male Halfling psion (nomad)/rogue (cutpurse+scout) 6 / elocater 2 / trickster 3 W 46 V 152/152 ~ AC44 tch36 ff25 ~ F+13 R+22 W+17 ~ CMD33; Init+29 Per+25; spot traps within 10' d20+29

@Rokan - energy missile "You cannot hit the same target multiple times with the same manifestation of this power."

Jimbli blinks away and reappears under the foe furthest left. He carves into its belly with a quick pair of slashes.

Assuming these are large or larger... foe is flat-footed due to Titan's Bane
sword strike: 1d20 + 10 ⇒ (12) + 10 = 22
damage: 1d4 + 2d6 + 7 ⇒ (2) + (1, 3) + 7 = 13
surprise strike: 1d20 + 10 + 2 ⇒ (18) + 10 + 2 = 30
damage bypasses any DR: 1d4 + 2d6 + 7 ⇒ (4) + (6, 4) + 7 = 21


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)
Jimbli Willit wrote:

@Rokan - energy missile "You cannot hit the same target multiple times with the same manifestation of this power."

Doh, missed that. I guess to be fair, the first-one per target.


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

Amunat-Ra moves to a favorable spot where she a clear sight and nobody between her and the foes. Move action

What happens next will amaze you!

Something seems to extend from her hand and hits the nearest creature several times.

Rope Dart: 1d20 + 11 ⇒ (16) + 11 = 271d8 + 10 ⇒ (6) + 10 = 16 Flurry
Rope Dart: 1d20 + 11 ⇒ (3) + 11 = 141d8 + 10 ⇒ (4) + 10 = 14 Flurry
Rope Dart: 1d20 + 11 ⇒ (1) + 11 = 121d8 + 10 ⇒ (1) + 10 = 11 Mythical Rapid Shot
Attack action using mythical rapid shot, flurry and deadly aim.

Rope Dart: 1d20 + 8 ⇒ (20) + 8 = 281d8 + 6 ⇒ (5) + 6 = 11 Flurry
Rope Dart: 1d20 + 8 ⇒ (14) + 8 = 221d8 + 6 ⇒ (1) + 6 = 7 Flurry
Rope Dart: 1d20 + 8 ⇒ (11) + 8 = 191d8 + 6 ⇒ (1) + 6 = 7 Mythical Rapid Shot
Attack action using mythical rapid shot and flurry.


Chabaradoncephorus (modified Destrachan)

Serving as the inimical hounds of the serpent spider mystics who rule the Yellow Chromatic Society, the chabaradononcephorus is frequently dispatched by the Conventicle of Carcarraccoytususs and other prominent covens to perform assorted missions of reconnaissance, retrieval, and assassination.

NE Large aberration

Init +5; Senses blindsight 100 ft.; Perception +27

DEFENSE

AC 19, touch 11, flat-footed 17 (+1 Dex, +1 dodge, +8 natural, –1 size)

Wounds 32; Vigor 96

Fort +9, Ref +7, Will +12

DEFENSIVE ABILITIES
protection from sonics; Immune gaze attacks, visual effects, illusions, and attacks relying on sight; Resist sonic 30

OFFENSE

Speed 30 ft.

Melee bite +12 (2d6+4), 2 claws +8 (1d8+5 plus grab), tendril +3 (1d4+2 plus staggering tendril)

Space 10 ft.; Reach 5 ft.

Special Attacks destructive harmonics, staggering tendril (DC 15)

STATISTICS

Str 18, Dex 13, Con 16, Int 13, Wis 18, Cha 13

Base Atk +9; CMB +14; CMD 26

FEATS
Dodge, Great Fortitude, Improved Initiative, Lightning Reflexes, Mobility, Vital Strike, Alertness, Blind-Fight,

SKILLS
Climb +19, Perception +27, Sense Motive +16, Stealth +12, Survival +19; Racial Modifiers +8 Perception (hearing only), Swim +13

LANGUAGES Common (cannot speak)

ECOLOGY

Environment underground

Organization solitary, pair, or pack (3–5)

Treasure Incidental

SPECIAL ABILITIES

DESTRUCTIVE HARMONICS (SU)

A chabaradononcephorus can project a blast of sonic energy in a cone up to 80 feet long or in a 30-foot-radius burst centered on itself as a standard action. It can adjust the harmonics of its sonic cry to generate one of two different effects on targets within the area of effect, but can only create one of these effects with each use of this ability. The save DCs are Constitution-based.

Destruction: All creatures within the area of effect of the destructive harmonics take 8d6 points of sonic damage—a DC 19 Reflex save halves this damage. If the chabaradononcephorus wishes, this damage can instead deal nonlethal damage rather than sonic damage. Alternatively, the chabaradononcephorus can target a single crystal, metal, stone, or wooden object within 80 feet with this attack—that object takes 8d6 points of damage. This damage is not halved when applied to the object's hit points, but is reduced by the object's hardness. A magical or attended object can attempt a DC 19 Reflex save to halve the damage.

Pain: Rather than deal damage, the chabaradononcephorus can cause intense pain and overwhelming sound to affect all creatures within the area. Targets in the area must succeed on a DC 19 Fortitude save to avoid being stunned for 1 round and deafened for 1d6 rounds.

Protection from Sonics (Ex) A chabaradononcephorus gains a +4 racial bonus on all saves against sonic attacks. It is immune to the effects of its own destructive harmonics. A chabaradononcephorus whose sense of hearing is impaired is effectively blinded, treating all targets as if they had total concealment.

STAGGERING TENDRIL (EX)

A lesser chabaradononcephorus’s long, searching tendrils are coated in a mildly paralytic secretion. A creature struck by a lesser chabaradononcephorus’s tendrils must succeed at a DC 15 Fortitude save or be staggered for 1d4 rounds.

The save DC is Constitution-based.

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

attack 1: 1d20 + 14 ⇒ (17) + 14 = 31
attack 2: 1d20 + 9 ⇒ (17) + 9 = 26
mythic Rapid shot 1: 1d20 + 14 ⇒ (14) + 14 = 28
mythic Rapid shot 2: 1d20 + 14 ⇒ (10) + 14 = 24

damage 1: 1d10 + 7 + 2 + 1d6 + 2d6 + 6 + 2d8 ⇒ (1) + 7 + 2 + (5) + (1, 2) + 6 + (5, 1) = 30
damage 2: 1d10 + 7 + 2 + 1d6 + 2d6 + 6 ⇒ (8) + 7 + 2 + (2) + (2, 5) + 6 = 32
damage 3: 1d10 + 7 + 2 + 1d6 + 2d6 + 6 ⇒ (6) + 7 + 2 + (6) + (5, 4) + 6 = 36
damage 4: 1d10 + 7 + 2 + 1d6 + 2d6 + 6 ⇒ (1) + 7 + 2 + (4) + (5, 3) + 6 = 28

Kuro's energy bow explodes into action. The Crimson Archer letting loose a quick volley of arrow's at the creature without moving from his spot in the back. as the crystal spear swords throw themselves at the closest enemy, Archer glances at the matriarchal elf woman who hasn't seemed to move even after the fight has started.

"You are calm..."


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

Hamza opts to hang back at the moment, sticking to the shadows, and watching those on the other side of the door attack their foes. He needed to know if they were actually competent enough to be of any use. So, for now, he watched. If he needed to act, he would.

Going to delay for the moment. Hamza is very calculating, and if there's no need to reveal himself, or his capabilities just yet, he won't.


I reworked the party of the three creatures to include one boss and two lackeys

Chabaradononcephorus hunting party

Serving as the inimical hounds of the serpent spider mystics who rule the Yellow Chromatic Society, the chabaradononcephorus is frequently dispatched by the Conventicle of Carcarraccoytususs and other prominent covens to perform assorted missions of reconnaissance, retrieval, and assassination.

Celabadon the Hound of Issyussoran (x1)

Celabadon is a significant mutant variant of the chabaradononcephorus, strengthened by the hand of the mysterious Lord of the Ochre Dome to do the vile bidding of its masters.

========================================================================
Chabaradoncephorus
NE Huge magical beast
Init +6; Senses blindsight 120 ft.; Perception +27
========================================================================
DEFENSE
========================================================================
AC 29, touch 11, flat-footed 26 (+3 Dex, +18 natural, –2 size)
Wounds 52, Wounds 104
Fort +19, Ref +16, Will +13; +4 vs sonic attacks
Immune gaze attacks, visual effects and illusions, sight-based attacks, sonic, magic paralysis and sleep; Resist acid 10, cold 10, electricity 10, fire 10; SR 26
DR 10/magic; Defensive Abilities protection from sonics; Resist sonic 30
Weaknesses blind
========================================================================
OFFENSE
========================================================================
Speed 40 ft., fly 160 ft. (average)
Melee bite +28 (2d6+12), 2 claws +28 (1d8+12), tail slap +26 (2d6+6), 2 wings +26 (1d8+6)
Ranged sonic lance +12 ranged touch (8d6 sonic)
Space 15 ft.; Reach 15 ft.
Special Attacks explosion, destructive harmonics, wailing dive, breath weapon (50-ft. cone, 14d6 sonic damage, Reflex DC 27 for half, usable every 1d4 rounds)
========================================================================
STATISTICS
========================================================================
Str 34, Dex 17, Con 26, Int 13, Wis 18, Cha 17
Base Atk +18; CMB +32; CMD 45 (49 vs. trip)
Feats Dodge, Flyby Attack, Improved Initiative, Iron Will, Lightning Reflexes, Skill Focus (Perception), Great Fortitude, Mobility, Vital Strike, Hover, Improved Sunder, Lightning Reflexes, Multiattack, Power Attack, Snatch, Wingover
Skills Climb +19, Perception +27, Sense Motive +16, Fly +20, Intimidate +16, Stealth +13, Survival +20; Racial Modifiers +8 Perception (hearing only)
Languages Draconic, Common (cannot speak)
SQ compression, piercing beak
========================================================================
SPECIAL ABILITIES
========================================================================
Blind (Ex)
========================================================================
A chabaradononcephorus sees and senses exclusively through its blindsight ability, which is based on sound and movement—beyond 120 feet, it is considered blind. A deaf chabaradononcephorus is effectively blinded as well except against adjacent foes—its weak eyesight functions enough for it to attack targets this close, although in such cases these creatures still gain the benefit of concealment (20% miss chance) because of the creature’s poor vision. It is invulnerable to all sight-based effects and attacks, including gaze attacks.
========================================================================
Explosion (Ex)
========================================================================
As a standard action, a chabaradononcephorus can fire its sonic lance at the ground, a large rock, a stone wall, or a similar nonmagical object within 60 feet to create an explosion. This attack deals 2d6 points of piercing damage to all within 10 feet of the effect’s center.
========================================================================
Sonic Lance (Ex)
========================================================================
Once per round, a chabaradononcephorus can focus sonic energy in a 60-foot ray that deals 8d6 sonic damage to one target.
========================================================================
Destructive Harmonics (Su)
========================================================================
A chabaradononcephorus can project a blast of sonic energy in a cone up to 80 feet long or in a 30-foot radius burst centered on itself as a standard action. It can adjust the harmonics of its sonic cry to generate one of two different effects on targets within the area of effect, but can only create one of these effects with each use of this ability. The save DCs are Constitution-based.

Destruction: All creatures within the area of effect of the destructive harmonics take 8d6 points of sonic damage—a DC 19 Reflex save halves this damage. If the chabaradononcephorus wishes, this damage can instead deal nonlethal damage rather than sonic damage. Alternatively, the chabaradononcephorus can target a single crystal, metal, stone, or wooden object within 80 feet with this attack—that object takes 8d6 points of damage. This damage is not halved when applied to the object’s hit points, but is reduced by the object’s hardness. A magical or attended object can attempt a DC 19 Reflex save to halve the damage.

Pain: Rather than deal damage, the chabaradononcephorus can cause intense pain and overwhelming sound to affect all creatures within the area. Targets in the area must succeed on a DC 19 Fortitude save to avoid being stunned for 1 round and deafened for 1d6 rounds.
========================================================================
Protection from Sonics (Ex)
========================================================================
A chabaradononcephorus gains a +4 racial bonus on all saves against sonic attacks. It is immune to the effects of its own destructive harmonics. A chabaradononcephorus whose sense of hearing is impaired is effectively blinded, treating all targets as if they had total concealment.
========================================================================
Piercing Beak (Ex)
========================================================================
A chabaradononcephorus's beak is extremely hard and adept at breaking objects. When attempting to damage an item, a chabaradononcephorus's beak attack does double damage and is treated as if it were adamantine for the purposes of overcoming the object's hardness.
========================================================================
Wailing Dive (Su)
========================================================================
When a chabaradononcephorus makes a charge while flying or uses its Flyby Attack feat, the creature's body becomes infused with energy, causing its bite to deal an extra +1d6 points of sonic damage on that attack.
========================================================================
ECOLOGY
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Environment temperate deserts, hills, or mountains
Organization solitary, pair, or clutch (3–6)
Treasure incidental

Chabaradononcephorus (x2)
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N Huge magical beast
Init +6; Senses blindsight 120 ft.; Perception +18
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DEFENSE
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AC 23, touch 11, flat-footed 20 (+2 Dex, +1 dodge, +12 natural, –2 size)
Wounds 36, Vigor 88
Fort +12, Ref +12, Will +12; +4 vs sonic attacks
Defensive Abilities protection from sonics; Immune gaze attacks, visual effects and illusions, sight-based attacks, sonic
Resist sonic 30
Weaknesses blind
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OFFENSE
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Speed 30 ft., fly 60 ft. (average)
Melee bite +17 (2d6+7), 2 claws +17 (1d8+7)
Ranged sonic lance +12 ranged touch (8d6 sonic)
Space 15 ft.; Reach 10 ft.
Special Attacks explosion
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STATISTICS
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Str 24, Dex 14, Con 18, Int 13, Wis 18, Cha 13
Base Atk +12; CMB +21; CMD 34 (38 vs. trip)
Feats Dodge, Flyby Attack, Improved Initiative, Iron Will, Lightning Reflexes, Skill Focus (Perception), Great Fortitude, Mobility, Vital Strike
Skills Fly +7, Perception +27; Climb +19, Sense Motive +16, Stealth +12, Survival +19; Racial Modifiers +8 Perception (hearing only)
Languages Draconic, Common (cannot speak)
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SPECIAL ABILITIES
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Blind (Ex)
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A chabaradononcephorus sees and senses exclusively through its blindsight ability, which is based on sound and movement—beyond 120 feet, it is considered blind. A deaf chabaradononcephorus is effectively blinded as well except against adjacent foes—its weak eyesight functions enough for it to attack targets this close, although in such cases these creatures still gain the benefit of concealment (20% miss chance) because of the creature’s poor vision. It is invulnerable to all sight-based effects and attacks, including gaze attacks.
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Explosion (Ex)
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As a standard action, a chabaradononcephorus can fire its sonic lance at the ground, a large rock, a stone wall, or a similar nonmagical object within 60 feet to create an explosion. This attack deals 2d6 points of piercing damage to all within 10 feet of the effect’s center.
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Sonic Lance (Ex)
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Once per round, a chabaradononcephorus can focus sonic energy in a 60-foot ray that deals 8d6 sonic damage to one target.
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Destructive Harmonics (Su)
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A chabaradononcephorus can project a blast of sonic energy in a cone up to 80 feet long or in a 30-foot radius burst centered on itself as a standard action. It can adjust the harmonics of its sonic cry to generate one of two different effects on targets within the area of effect, but can only create one of these effects with each use of this ability. The save DCs are Constitution-based.

Destruction: All creatures within the area of effect of the destructive harmonics take 8d6 points of sonic damage—a DC 19 Reflex save halves this damage. If the chabaradononcephorus wishes, this damage can instead deal nonlethal damage rather than sonic damage. Alternatively, the chabaradononcephorus can target a single crystal, metal, stone, or wooden object within 80 feet with this attack—that object takes 8d6 points of damage. This damage is not halved when applied to the object’s hit points, but is reduced by the object’s hardness. A magical or attended object can attempt a DC 19 Reflex save to halve the damage.

Pain: Rather than deal damage, the chabaradononcephorus can cause intense pain and overwhelming sound to affect all creatures within the area. Targets in the area must succeed on a DC 19 Fortitude save to avoid being stunned for 1 round and deafened for 1d6 rounds.
========================================================================
Protection from Sonics (Ex)
========================================================================
A chabaradononcephorus gains a +4 racial bonus on all saves against sonic attacks. It is immune to the effects of its own destructive harmonics. A chabaradononcephorus whose sense of hearing is impaired is effectively blinded, treating all targets as if they had total concealment.


HERE is a link to a battlemap I made. Is it clear what's going on? I pasted everyone's avatar in -- any pointers on where you want your character to go so I can make final changes before we start?


Worked on the battlemap some more -- HERE it is folks

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

I'd like to bring up the rear guard, behind everyone else. Preferably 50 to 100 feet behind the group.


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

Knowing how dangerous the bigger one is, Amunet-Ra would certainly not be keen on standing right in front of it, even though she's on the harder to hit side in this group. Taking a good 10-20 feet back please.


Anyone else want to alter their positions so I can update the map before we start?


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

Aye, I have no interest in front-lining.


Where do you want to be then -- tell me so I can update the map before we start.

Just to give a sense of scale -- this is a bit lose, and mostly positional, but the idea is that your avatar, and that of the monsters, is about 10ft. sq., give or take.

Anyone else want to move around some? I just need to have some sense of where people are in terms of move actions and such before we get started -- like if people are actually in range to do hit/touch actions. It seems like we're going to start with some distance between the critters and the characters, but I want to clarify that before I post their actions.

Finally, I'm going to use Amunet-Ra's suggestion about initiative. I'll roll everyone's initiative individually. The monster's will roll as a group. We'll group actions before and after those of the monsters

Make sure you're using the alternative action economy from Uchained when you post your actions (I have a cheat sheet in the campaign info, let me know if you can't find it). It makes martials a lot more mobile, so it's a significant change.

I'm going to use armor as damage reduction, but none of the other stuff we were chatting about in the discussion thread. Let's see how this combat goes and we can tinker with stuff later depending on the outcome.

As the immense doors of the mortuary slowly ascend, they gradually reveal the reptilian profile of three hideous creatures. Their sightless blankly fix upon the gathered would-be spelunkers, gaping hideously into a visionless plane. Each resembles something like a winged raptor, its vicious beak capped by a hammer-like protrusion (IMAGE).

Of the three, arranged in a diabolical outward-facing triangle before the now-receded doors of the tomb, one clearly distinguishes itself as the lead combatant, and is positioned centrally in front and between its two fellows.

The hideous creature sneers slightly, revealing immense teeth, and prepares for an assault, its great wings flapping.

However, the other two abominations... remain dormant, as if they are... observing? The impression conveyed is as of a group of guard dogs, only one of which has been ordered by its master to attack, while the others obediently await instruction. Certainly, a peculiarity that only reinforces the sense of an alien intelligence which emanates from this awful trinity of assailants.


DECEASED

Certainly want to be on the front lines. To have an idea of what is happening, did Malkaer manage to make it up to attack, as above?


Malkaer Illuvinar wrote:
Certainly want to be on the front lines. To have an idea of what is happening, did Malkaer manage to make it up to attack, as above?

I assume he was standing right at the door, and thus would be in a position to take the actions you outlined. I'll move him up some more on the map.

Anyone else before I re-post the map?


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

30' away from the door.


Kuro 'Archer' wrote:


[dice=attack 1]1d20 + 14
[dice=attack 2]1d20 + 9
[dice=mythic Rapid shot 1]1d20 + 14
[dice=mythic Rapid shot 2]1d20 + 14

[dice=damage 1] 1d10 + 7 + 2 + 1d6 + 2d6 + 6 + 2d8
[dice=damage 2] 1d10 + 7 + 2 + 1d6 + 2d6 + 6
[dice=damage 3] 1d10 + 7 + 2 + 1d6 + 2d6 + 6
[dice=damage 4] 1d10 + 7 + 2 + 1d6 + 2d6 + 6

Kuro's energy bow explodes into action. The Crimson Archer letting loose a quick volley of arrow's at the creature without moving from his spot in the back. as the crystal spear swords throw themselves at the closest enemy, Archer glances at the matriarchal elf woman who hasn't seemed to move even after the fight has started.

"You are calm..."

The Dreadseer sniffs.

"And why wouldn't I be?"

Here's the updated map. Everyone happy with their positions now?


Hamza Mīnakshi wrote:

Hamza opts to hang back at the moment, sticking to the shadows, and watching those on the other side of the door attack their foes. He needed to know if they were actually competent enough to be of any use. So, for now, he watched. If he needed to act, he would.

Going to delay for the moment. Hamza is very calculating, and if there's no need to reveal himself, or his capabilities just yet, he won't.

Suit yourself, but I was going to give you a surprise round if you wanted it to get some initial actions in because you successfully snuck up on the creatures


DECEASED

Very happy with the position, and love the map. High quality, as usual. Really like the terrain shift on it.

For round 1, because they are flat footed, Malkaer did 105 damage with a crit from his sowrd, and 16 damage from a kick. So he has taken one of them down to 3 HP, and is ready to receive the counter attack.


Malkaer Illuvinar wrote:

Very happy with the position, and love the map. High quality, as usual. Really like the terrain shift on it.

For round 1, because they are flat footed, Malkaer did 105 damage with a crit from his sowrd, and 16 damage from a kick. So he has taken one of them down to 3 HP, and is ready to receive the counter attack.

I'm still waiting to hear from everyone else on their position before I do Initiative and start adjudicating damage and actions.

Initiative:Amunet-Ra: 1d20 + 11 ⇒ (20) + 11 = 31
Initiative:Cae: 1d20 + 3 ⇒ (12) + 3 = 15
Initiative:Hamza: 1d20 + 15 ⇒ (9) + 15 = 24
Initiative:Jimbli: 1d20 + 8 ⇒ (10) + 8 = 18
Initiative:Kuro: 1d20 + 4 ⇒ (15) + 4 = 19
Initiative:Malkaer: 1d20 + 6 ⇒ (15) + 6 = 21
Initiative:Rokan: 1d20 + 5 ⇒ (3) + 5 = 8

Initiative:Celabadon: 1d20 + 6 ⇒ (6) + 6 = 12


Ok, so everyone but Rokan goes before Celabadon. I'm going to give another day to update any additional notes before I adjudicate this first round of action.


DECEASED

If those are starting positions, I’ll get one more attack.

Hit: 1d20 + 11 ⇒ (8) + 11 = 19
Damage: 6 + 15 = 21

Enough to kill one of them


Malkaer Illuvinar wrote:

If those are starting positions, I’ll get one more attack.

[dice=Hit]1d20+11
[dice=Damage]6+15

Enough to kill one of them

How do you figure? That last attack wouldn't hit Celabadon's flat-footed AC as far as I can tell

I'm giving up on the Armor as Damage Reduction for now -- the rules are quite dense. Let's just get through this combat with the initiative system Amunet suggested and we can add in some more permutations to combat rules over time as we get accustomed to battlemaps and some other stuff. I think it makes sense that combat might have different modes/slightly different rules based on level or circumstances. We've already used/not used maps and tried different initiative systems, so we can just continue that precedent later to try stuff out and see how it goes.


Male Halfling psion (nomad)/rogue (cutpurse+scout) 6 / elocater 2 / trickster 3 W 46 V 152/152 ~ AC44 tch36 ff25 ~ F+13 R+22 W+17 ~ CMD33; Init+29 Per+25; spot traps within 10' d20+29

I'm underneath the one on the left.. however you can/care to show that on map.


OK -- updated and added Slavathras' and Anubisemonekeh's positions as well. Link in profile, as well as HERE. Let me know if there are any other considerations, and I will adjudicate this round over the next day or so. Malkaer -- I'm still waiting to hear about your reasoning on the hits vs. apparent AC of the opponents.


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

Cae stays where he is, making a peculiar gesture before bursting out in laughter at the creatures.

-------------------------------------------------------------------

AP:2(Evil Eye:-2AC)
AP:1(Cackle)


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)

Rokan stays where he is and keeps his manifest Energy Missile action. He will start the battle in a sort of caster/manifester mode.


OK - Kuro chops down one of the lesser Chabaradononcephoruses, and Amunet, Jimbli, and Malkaer together take down another lesser beast.

That leaves Celabadon still alive. I'm not understanding how you calculated the crit for the sword -- it seems like it should be higher than 105 based on the numbers I'm looking at. Could you please clarify?

Celabadon has to save vs. massive: Fortitude DC 15 Save vs. Massive Damage DC15: 1d20 + 19 ⇒ (3) + 19 = 22. He succeeds and is still alive.

Celabadon acts before Rokan. He attacks Malkaer with his destructive harmonics three times. Malkaer takes 24d6 damage. destructive: 24d6 ⇒ (1, 5, 3, 5, 6, 2, 2, 2, 3, 1, 3, 4, 1, 3, 5, 6, 6, 3, 3, 6, 4, 4, 5, 1) = 84. Save vs. DC19 reflex for half damage or you die Reflex: 1d20 + 12 ⇒ (2) + 12 = 14

The thunderous volley of arrows, darts and melee crashes into two lesser of the three beasts, quickly hewing them down in a veritable shower of gore. Their bodies appear to collapse inward, as if some kind of internal supports were annihilated in that very moment. Ichor spews into the sky.

The greatest of the three beasts, however remains vital despite a devastating attack from Malkaer of the black blade. It speedily turns its attentions to the lithe warrior, and envelopes the unfortunate fey in a supernal electric charge of devastating effect. The proud warrior collapses, doll like, under the intense aural assault, his body shriveled with the latent energy of the creature's sonic ram.

OK -- Malkaer, double check those numbers for me, and Rokan, give me any further updates on action so I can finish off this round. Also, any final inputs, concerns, etc.


Also worth noting is that Slavathras rolled a 20 for initiative and disappeared like last time into the shadows. He does nothing to help the party the whole round, remaining concealed and out of harm's way. This ability, whatever it is, seems to be one he deploys easily and freely to evade harm.


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)

unless there are other enemies present, I believe that is all. No movement.


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

Amunet-Ra, full of adrenaline from the short but intense fight, shivers in the sun as she looks at what remains of Malkaer.

I'm getting an idea of why this was so sealed. Should there be a lot more of them it might proof fatal. Poor little silver hand.


DECEASED

Save...can I do better?: 1d20 + 12 ⇒ (1) + 12 = 13 it’s fate!

Will explain crit in a bit, but in short Malkaer had precision damage equal to his level. That isn’t multiplied on a crit. Also his ability to make his sword x3 crit specifically didn’t increase magic crit...but right now I need a new character! Also not even mad. Combat should be deadly. Just give me a wee bit to make something.

Something New:

5d6 ⇒ (4, 2, 6, 6, 3) = 21 16
5d6 ⇒ (2, 2, 3, 5, 6) = 18 14
5d6 ⇒ (6, 2, 6, 4, 6) = 24 18
5d6 ⇒ (1, 4, 5, 1, 5) = 16 14
5d6 ⇒ (4, 3, 2, 4, 5) = 18 13
5d6 ⇒ (1, 5, 6, 2, 6) = 20 17

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