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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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 |

The 2 guards are already dead!

Amunet-Ra unleashes another volley of shuriken onto Achillobator.
Attack 1
Flurry of Stars as swift action + Deadly Aim
Flurry of Stars: 1d20 + 15 - 2 - 2 ⇒ (3) + 15 - 2 - 2 = 141d8 + 10 ⇒ (4) + 10 = 14
Flurry of Stars: 1d20 + 15 - 2 - 2 ⇒ (2) + 15 - 2 - 2 = 131d8 + 10 ⇒ (5) + 10 = 15
Flurry of Stars: 1d20 + 15 - 2 - 2 ⇒ (18) + 15 - 2 - 2 = 291d8 + 10 ⇒ (1) + 10 = 11
Flurry of Stars: 1d20 + 15 - 2 - 2 ⇒ (3) + 15 - 2 - 2 = 141d8 + 10 ⇒ (2) + 10 = 12
Flurry of Stars: 1d20 + 15 - 2 - 2 ⇒ (12) + 15 - 2 - 2 = 231d8 + 10 ⇒ (5) + 10 = 15

Attack 2
Shuriken: 1d20 + 15 - 5 ⇒ (6) + 15 - 5 = 161d8 + 6 ⇒ (6) + 6 = 12
Shuriken: 1d20 + 15 - 5 ⇒ (12) + 15 - 5 = 221d8 + 6 ⇒ (8) + 6 = 14
Shuriken: 1d20 + 15 - 5 ⇒ (12) + 15 - 5 = 221d8 + 6 ⇒ (1) + 6 = 7


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

Striding forth from the shadows, Hamza gathers the ambient darkness around him into a rough feather like shape, and hurls the fell energy at Achillobator. Initiating Shadow Feather Strike 1d20 + 6 ⇒ (20) + 6 = 26 Ranged Touch. Possible crit.

1d20 + 6 ⇒ (7) + 6 = 13 Crit confirmed for 8d6 + 8 + 1d6 ⇒ (2, 3, 1, 5, 2, 3, 1, 2) + 8 + (5) = 32 profane damage. The crit activates Deadly Strike for 4 rounds, which adds +1d6 to all my attacks vs Achillobator.

Continuing to wield the shadows as a weapon, he grasps the souls of Troodon and Sassochus. Swift action, using Dark Claim on the Shield and Mouth of the Mazeweavers. They take a -3 penalty on attacks vs Hamza, and he recovers both Fading Strike and Shadow Feather Strike.


Male Thri'Kreen UMonk 5/Psychic 5|Champion 3 | Vigor 71/71 Wounds 28/28 T14 | AC:38 T:27 Fl:31 | CMB: +10 CMD: 34 | F +9 R +10 W +9 | Init +10 | Perc: +12 Sense Motive +12
Resources:
Spells: 1st 5/7 2nd 4/5 | Ki pool 4/5 | Mythic Power 8/9
Current Effects:
Mage Armor, Resist Energy (Acid), Shield

Ri'Kli'Klek is still nauseated so he's just standing around trying to draw fire still.


Ok, Archillobator is toast.

Troodon is still within the pit trap and inaccessible in his Elemental Body form. He's waiting for something... so stays put.

Paralitian is extremely angered at Rilkus for knocking out her master, and so attacks again.

Paralitian sneak attack vs. Rilkus: 3d20 ⇒ (6, 9, 1) = 16

She misses three times :( but is still covered by Greater Invisibility, and so remains secure.

Sassochus tries to strike Hamza

Sassochus vs. Hamza: 3d20 ⇒ (14, 14, 16) = 44

He bites 3 times

Sassochus vs. Hamza: 9d6 + 39 ⇒ (2, 1, 1, 2, 5, 5, 4, 6, 4) + 39 = 69

Sorry Hamza, that appears to be some bad luck for you -- am I missing anything in terms of calculations? If I'm not PM me and we can discuss the options -- there's a couple of different ones for keeping this character, depending on what you want to do.


Also, can everyone please make a Perception Check -- Troodon did something, and I need to figure out who notices.


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

Well, for starters, I'm not anywhere near the crocodile. Unsure what map you're using, but I moved myself on the Slides map that Rokan made. Hamza teleported to the lower left hand corner after his 3rd attack last turn. He's a full square left of Rokan. If Sassochus is coming after me, despite my being far away from it, it's going to eat a ton of AoO.


Hamza Mīnakshi wrote:

Well, for starters, I'm not anywhere near the crocodile. Unsure what map you're using, but I moved myself on the Slides map that Rokan made. Hamza teleported to the lower left hand corner after his 3rd attack last turn. He's a full square left of Rokan. If Sassochus is coming after me, despite my being far away from it, it's going to eat a ton of AoO.

Sorry, missed the teleport -- then he's fine for right now.


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)

Perception: 1d20 + 11 ⇒ (15) + 11 = 26


Rokan the Ascetic wrote:
[dice=Perception]1d20+11

Rokan:

The ascetic notices a gelatinous entity gush forth in a viscous mass from beneath the immense, highly ornamented ceiling plate of the sacrificial pit, ascending from the closed space below entirely by the force its own, liquid locomotion.


Wounds (4) HP (50) AC (21) Initiative (-1) LoH (25/25) Lvl 1 (4/4) Lvl 2 (2/2) CD (1/1) Insp (1/1) HD (5/5) [CAMPAIGN COMPLETE] Paladin (5) Passive Perception: 12; Passive Investigation: 12; Passive Insight: 10

Perception: 1d20 + 14 ⇒ (2) + 14 = 16

With the caster securely bound, Rilkus turned his mind upon the invisible foe attempting to attack him. The dwarf’s eyes had been damaged in his captivity, but his mind was more powerful than ever. Deciding that he did not wish to take it alive, he attacked Paralitian.

Blindsense, so Greater invisibility doesn’t work vs Rilkus

Grapple with surge Paralitian: 1d20 + 13 + 1d6 ⇒ (13) + 13 + (2) = 28

Hit Paralitian: 1d20 + 14 ⇒ (9) + 14 = 23
Damage with 2d6 acid: 1d6 + 2d6 + 24 ⇒ (2) + (2, 6) + 24 = 34

Hit Paralitian: 1d20 - 5 + 14 ⇒ (15) - 5 + 14 = 24
Damage with 2d6 acid: 1d6 + 2d6 + 24 ⇒ (2) + (2, 4) + 24 = 32

Caster is pinned. I think that Paralitian is grappled so he loses his dex. And last round Rilkus did 35 damage to Paralitian. And I think this round he did 66?


Rilkus Ironhand wrote:

[dice=Perception]1d20+14

With the caster securely bound, Rilkus turned his mind upon the invisible foe attempting to attack him. The dwarf’s eyes had been damaged in his captivity, but his mind was more powerful than ever. Deciding that he did not wish to take it alive, he attacked Paralitian.

Blindsense, so Greater invisibility doesn’t work vs Rilkus

[dice=Grapple with surge Paralitian]1d20+13+1d6

[dice=Hit Paralitian]1d20+14
[dice=Damage with 2d6 acid]1d6+2d6+24

[dice=Hit Paralitian]1d20-5+14
[dice=Damage with 2d6 acid]1d6+2d6+24

Caster is pinned. I think that Paralitian is grappled so he loses his dex. And last round Rilkus did 35 damage to Paralitian. And I think this round he did 66?

Are you sure you targeted Paralitian (who is a she, not a he) or Archillobator with the damage last round. Just need to double check before I pronounce her dead.

Rilkus:

The dwarf notices a gelatinous entity gush forth in a viscous mass from beneath the immense, highly ornamented ceiling plate of the sacrificial pit, ascending from the closed space below entirely by the force its own, liquid locomotion.


Cae Leonidas wrote:

Leonidas runs up the wall, stopping in front of Amunet-Ra. He begins to sing a discordant song and takes on a ghostly appearance before gesturing at the large crocodile, willing it to sleep.

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

Move(AP:1): Wall Stunt(North of Amunet-Ra)
[dice=Fort(stench-DC:14)]1d20+18

Initiate Performance(AP:0)(Lightning Performance)(DC:18): Moaning Spirit(Su): At 3rd level, a keening soul can use his performance to cause himself to appear translucent like a ghost and emit a frightening moan. While moaning soul is in effect, any enemy with 30 feet that hears and sees the keening soul must make a successful Will save or become shaken. At 7th level, if the target fails its Will save, he must make a second Will save the following round or becomes frightened. Moaning soul uses audible and visual components.
[dice=Perform: Sing]1d20+12

Hex: Slumber(Su)(AP:2)(Target:Sassochus)(DC:20)(4rounds): A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Vigor: 33/33
Wounds: 40/40
MP: 6/7
BP: 17/18

Sassochus passes his Will save for the Slumber, but not Moaning Spirit.

Paralitian passes her Will save for Moaning Spirit.


Wounds (4) HP (50) AC (21) Initiative (-1) LoH (25/25) Lvl 1 (4/4) Lvl 2 (2/2) CD (1/1) Insp (1/1) HD (5/5) [CAMPAIGN COMPLETE] Paladin (5) Passive Perception: 12; Passive Investigation: 12; Passive Insight: 10

I might well be a wee bit confused, but Paralitian is the one who was trying to sneak attack Rilkus, right? In which case Paralitian is the one he is targeting with his attacks


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 remains behind the massive croccodile's foreleg, and continues slicing into it. He maintains a scowling squint and a tight grip as the creature's blood sprays upon him.

Cela Fang shortsword: 1d20 + 10 ⇒ (13) + 10 = 23
damage: 1d4 + 7 + 2d6 ⇒ (1) + 7 + (1, 4) = 13 inflicting Bewildered -2AC.. -4AC to my attacks
Cela Fang Shortsword: 1d20 + 5 ⇒ (4) + 5 = 9

He then turns his sword to the center mass of the beast, and fires a warbling blast of force.

Sonic blast from sword vs Touch AC: 1d20 + 0 ⇒ (6) + 0 = 6
sonic damage: 5d8 ⇒ (2, 7, 8, 7, 5) = 29

perception: 1d20 + 12 ⇒ (8) + 12 = 20

total damage 42 .. + debilitating injury -2 to AC

if struck this round:

Using Mirror Dodge (Su)

When hit by a melee or ranged attack, you can expend one use of mythic power as an immediate action to replace yourself with an illusory duplicate and teleport to any open square within 30 feet of your current position. You take no damage from this attack, which instead destroys your illusory duplicate (similar to mirror image). Using this ability requires a line of effect to the teleportation target square.


Rilkus Ironhand wrote:
I might well be a wee bit confused, but Paralitian is the one who was trying to sneak attack Rilkus, right? In which case Paralitian is the one he is targeting with his attacks

Yes, she was sneak-attacking you, but I thought some of your other damage was against the 'caster' that you were grappling, i.e. Archillobator, I just want to double check before I assign them both to the dust bin.


Jimbli Willit wrote:

Jimbli remains behind the massive croccodile's foreleg, and continues slicing into it. He maintains a scowling squint and a tight grip as the creature's blood sprays upon him.

[dice=Cela Fang shortsword]1d20+10
[dice=damage]1d4+7+2d6 inflicting Bewildered -2AC.. -4AC to my attacks
[dice=Cela Fang Shortsword]1d20+5

He then turns his sword to the center mass of the beast, and fires a warbling blast of force.

[dice=Sonic blast from sword vs Touch AC]1d20+0
[dice=sonic damage]5d8

[dice=perception]1d20+12

Jimbli:

The halfling notices a gelatinous entity gush forth in a viscous mass from beneath the immense, highly ornamented ceiling plate of the sacrificial pit, ascending from the closed space below entirely by the force its own, liquid locomotion.


Wounds (4) HP (50) AC (21) Initiative (-1) LoH (25/25) Lvl 1 (4/4) Lvl 2 (2/2) CD (1/1) Insp (1/1) HD (5/5) [CAMPAIGN COMPLETE] Paladin (5) Passive Perception: 12; Passive Investigation: 12; Passive Insight: 10

Rilkus grappled and pinned the caster (who can spend her turns trying to break free or casting spells that are purely somatic), and only did damage against the sneak attacker


Rilkus Ironhand wrote:
Rilkus grappled and pinned the caster (who can spend her turns trying to break free or casting spells that are purely somatic), and only did damage against the sneak attacker

OK, then she was dead already last round :(


Wounds (4) HP (50) AC (21) Initiative (-1) LoH (25/25) Lvl 1 (4/4) Lvl 2 (2/2) CD (1/1) Insp (1/1) HD (5/5) [CAMPAIGN COMPLETE] Paladin (5) Passive Perception: 12; Passive Investigation: 12; Passive Insight: 10

No problem! Rilkus will use his actions to move up to the pinned caster then.

Striding forth, his stone blade dripping acid and freshly spilled blood, Rilkus growled ”Submit.” His mind focused on the enemy leader, pushing the spellcaster into the ground.


Just to summarize, then Paralitian, the invisible assassin, is dead.

Troodon, the other caster, is still alive, and total strength, in elemental form, beneath the pit trap, with full cover, and thus cannot currently be attacked.

Archillobator is dead

Both of his Mazeborn Sentinels are totally deaed.

Sassochus is alive, but badly injured.


Rilkus Ironhand wrote:

No problem! Rilkus will use his actions to move up to the pinned caster then.

Striding forth, his stone blade dripping acid and freshly spilled blood, Rilkus growled ”Submit.” His mind focused on the enemy leader, pushing the spellcaster into the ground.

You're in his stench radius then, roll for that:

Aura stench (30 ft., DC 21, 10 rounds)


Rilkus Ironhand wrote:

No problem! Rilkus will use his actions to move up to the pinned caster then.

Striding forth, his stone blade dripping acid and freshly spilled blood, Rilkus growled ”Submit.” His mind focused on the enemy leader, pushing the spellcaster into the ground.

Sorry, he's actually dead too


Wounds (4) HP (50) AC (21) Initiative (-1) LoH (25/25) Lvl 1 (4/4) Lvl 2 (2/2) CD (1/1) Insp (1/1) HD (5/5) [CAMPAIGN COMPLETE] Paladin (5) Passive Perception: 12; Passive Investigation: 12; Passive Insight: 10

Rilkus reached the corpse and muttered ”Well, suppose that counts as submitting.”

Fort: 1d20 + 9 ⇒ (15) + 9 = 24
Lucky! A failed save for Rilkus takes him out of commission for a turn

And that’s when the stench hit him. Forcing back the reflex of gagging he closed his eyes and focused on the caster in elemental form.

Telekenisis: 1d20 + 13 ⇒ (12) + 13 = 25

Rilkus used his psychic powers to try and pull the caster out of cover and into line of sight of the party. He was certain that they could kill it if he could bring it to them.


Rilkus Ironhand wrote:

Rilkus reached the corpse and muttered ”Well, suppose that counts as submitting.”

[dice=Fort]1d20+9
Lucky! A failed save for Rilkus takes him out of commission for a turn

And that’s when the stench hit him. Forcing back the reflex of gagging he closed his eyes and focused on the caster in elemental form.

[dice=Telekenisis]1d20+13

Rilkus used his psychic powers to try and pull the caster out of cover and into line of sight of the party. He was certain that they could kill it if he could bring it to them.

He has total cover, I'm pretty sure nothing you can do can affect him.

Quote:


Total Cover

If you don’t have line of effect to your target (that is, you cannot draw any line from your square to your target’s square without crossing a solid barrier), he is considered to have total cover from you. You can’t make an attack against a target that has total cover.


Wounds (4) HP (50) AC (21) Initiative (-1) LoH (25/25) Lvl 1 (4/4) Lvl 2 (2/2) CD (1/1) Insp (1/1) HD (5/5) [CAMPAIGN COMPLETE] Paladin (5) Passive Perception: 12; Passive Investigation: 12; Passive Insight: 10

This isn’t an attack though, right? Rilkus knows exactly where he is due to blindsense. And then he is psychically pushing the caster out of cover. So by my reading, if Rilkus tried to use telekenisis to throw something it wouldn’t work (can’t attack someone in total cover), but this is different. But it’s you’re ruling, and if he can’t then he can’t. Rilkus will delay in that case


Rilkus Ironhand wrote:
This isn’t an attack though, right? Rilkus knows exactly where he is due to blindsense. And then he is psychically pushing the caster out of cover. So by my reading, if Rilkus tried to use telekenisis to throw something it wouldn’t work (can’t attack someone in total cover), but this is different. But it’s you’re ruling, and if he can’t then he can’t. Rilkus will delay in that case

I'm trying to research this, and almost everything I read suggests you need a line of sight, let's move this to discussion.


Cae Leonidas wrote:
Sebecloki wrote:

Sassochus tries to strike Hamza

[dice=Sassochus vs. Hamza]3d20

He bites 3 times

[dice=Sassochus vs. Hamza]9d6 + 39

Sorry Hamza, that appears to be some bad luck for you -- am I missing anything in terms of calculations? If I'm not PM me and we can discuss the options -- there's a couple of different ones for keeping this character, depending on what you want to do.

Previous Post

A couple things that might help Hamza:
First, my Moaning Spirit performance might give -2(Will:18).
Second, I used Slumber Hex(Will 20) on Sassochus which if he fails, makes him prone(-4 to attacks) or he uses AP to stand up and provokes AoOs.

[ooc]Hamza actually teleported away, he's not in danger.[ooc]


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 |

Per: 1d20 + 13 ⇒ (2) + 13 = 15


Cae Leonidas wrote:

Aye, saw that after I posted.

Cae will wait for the last enemy to show up again.

Delay.

[dice=Per]1d20+13

The crocodile Sassochus is still alive. The other caster, Troodon, is in the pit trap. We're trying to decide in the Discussion if he's susceptible to Telekinesis, if you'd like to weigh in on that.


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 |

Leonidas maintains his translucent form and gestures at the oversized crocodile to disrupt its ability to dodge attacks just before he erupts into mad laughter.

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

Free: Maintain Performance
Hex(AP:2): Evil Eye(Sassochus)(-2 AC)(Will:20)
Hex(AP:1): Cackle

Vigor: 33/33
Wounds: 40/40
MP: 6/7
BP: 16/18


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

1d20 + 11 ⇒ (2) + 11 = 13 Perception

As their foes fall one after another before the deadly onslaught of Hamza's companions, the shadowy warrior calls out to Troodon. "My friend, you seemed hesitant to do battle with us before, and clearly this one is going our way. I do not wish to kill you, but that is a likely outcome at this point. Come, let us talk instead of continuing to fight."

1d20 + 9 ⇒ (15) + 9 = 24 Diplomacy

GM, if a 24 isn't good enough, let me know and I will spend a mythic point to add my surge to the roll. You're able to do so after the result is revealed.


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 points down at the ornamented plate and yells out to his group. Careful, there is some sort of slime entity rising from the ground there. It seems to be driving upward of its own effort.


Hamza Mīnakshi wrote:

1d20+11 Perception

As their foes fall one after another before the deadly onslaught of Hamza's companions, the shadowy warrior calls out to Troodon. "My friend, you seemed hesitant to do battle with us before, and clearly this one is going our way. I do not wish to kill you, but that is a likely outcome at this point. Come, let us talk instead of continuing to fight."

1d20+9 Diplomacy

GM, if a 24 isn't good enough, let me know and I will spend a mythic point to add my surge to the roll. You're able to do so after the result is revealed.

"Who among our number is still living? Is Sassochus, the steed of the Vermillion Dome, still living? (The crocodile is still alive)"


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

"Yes, the mighty Sassochus is still alive, but all your other cohorts have fallen. Let us put an end to further bloodshed."


Cae Leonidas wrote:


[dice=Per]1d20+13

Cae Leonidas:

The mystic sees nothing amiss.


Hamza Mīnakshi wrote:

1d20+11 Perception

As their foes fall one after another before the deadly onslaught of Hamza's companions, the shadowy warrior calls out to Troodon. "My friend, you seemed hesitant to do battle with us before, and clearly this one is going our way. I do not wish to kill you, but that is a likely outcome at this point. Come, let us talk instead of continuing to fight."

1d20+9 Diplomacy

GM, if a 24 isn't good enough, let me know and I will spend a mythic point to add my surge to the roll. You're able to do so after the result is revealed.

Hamza:

The demon sees nothing amiss.


Hamza Mīnakshi wrote:
"Yes, the mighty Sassochus is still alive, but all your other cohorts have fallen. Let us put an end to further bloodshed."

"Very well, if you will leave my good servant in peace, I will join you -- and we must, together, flee these halls as quickly as possible. You know little of the immense danger that hunts us, even now."


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)

Lenny watches Troodon intently, not having let the adrenaline or cautious recede from his being just yet...

Sense Motive: 1d20 + 11 ⇒ (1) + 11 = 12

Of course the adrenaline also interferes with his social inferences.


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

Hamza lowers his crossbow, but does not put it away. While he was hopeful the fight had indeed ended, he was not foolish. "Excellent! I am glad we are able to come to an accord. I do not wish there to be more bloodshed than necessary. Tell me, what stalks these halls that hasten your step? While I do not disagree with your proposed course of action, forewarned is forearmed, as they say."


Hamza Mīnakshi wrote:

Hamza lowers his crossbow, but does not put it away. While he was hopeful the fight had indeed ended, he was not foolish. "Excellent! I am glad we are able to come to an accord. I do not wish there to be more bloodshed than necessary. Tell me, what stalks these halls that hasten your step? While I do not disagree with your proposed course of action, forewarned is forearmed, as they say."

The troglodyte slithers up, still adopting a liquid, elemental manifestation, from beneath the immense barrier presented by the engraved lid of the sacrificial pit. Troodon gradually divests himself of his current elemental form, returning to the lizard-like shape in which he was first encountered. He continues to eye the demon warily as replies,

"Stranger, the scouting of the area already conducted by the respective Chromatic Societies of the Vermillion and Ochre Domes, the Red and Yellow Societies of the Ruling Colors of the Slassan, have uncovered a peculiar property of these tombs. This is the danger -- any living entity that falls within them is raised again after some variable interval as a dreadful undead being, increased in both power and malice."

"Already, you have dispatched the Hounds of the Ochre Dome, the Chabaradoncephori, which were sent before my party, and they doubtless will soon arise, if they have not already, in an even more powerful and awful from than they had previously assumed."

"Likewise, Paralitian, Shadow of the Ochre Dome, the bodyguard of Archillobator, the Herald of the Ochre Dome, and the latter's minions, will all soon arise again, and combine their strength with that of the felled Hounds. Archillobator will not quickly forgive my retreat from the melee, nor my willingness to parlay with your assembly."

"The emissaries of the Ochre Dome will be only too gratified to expend their anger to slake their Society's rivalry with my own."

"Despite your impressively alacritous and savage dispatch of the servants of the Ochre Dome, I am doubtful we will be able to stand against their revived forms, combined together in a new formation."

"Fortunately, this malignant effect appears to be confined to the tombs, and our speedy exit from their passages will put us beyond the reach of our foes."

As he speaks, a peculiar feature of the reptilian creature becomes evident -- Troodon has a jaw full of many small teeth, but they are not like the teeth of typical meat-eaters. Instead of little serrations running up and down the back of the teeth, as in most meat-eaters, they are larger bumps running along the side, as in many plant-eating dinosaurs and lizards.


Rokan the Ascetic wrote:

Lenny watches Troodon intently, not having let the adrenaline or cautious recede from his being just yet...

[dice=Sense Motive]1d20+11

Of course the adrenaline also interferes with his social inferences.

Yeah, I'm sure you know that's way too low to get any useful information.


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

Hamza nods in understanding. Or at least partial understanding. "You'll have to forgive me, but I'm sort of new here, and am unaware of what these great Societies you speak of are. My ignorance aside, I agree with your assessment, and think we should leave this area post haste. Thankfully, I was gifted a most useful map that should be able to guide us to wherever our next destination might be."

1d20 + 11 ⇒ (17) + 11 = 28 Sense Motive on Troodon, just as a precaution. Hamza is nothing if not practical, and knows not to just immediately trust a former foe.


Hamza Mīnakshi wrote:

Hamza nods in understanding. Or at least partial understanding. "You'll have to forgive me, but I'm sort of new here, and am unaware of what these great Societies you speak of are. My ignorance aside, I agree with your assessment, and think we should leave this area post haste. Thankfully, I was gifted a most useful map that should be able to guide us to wherever our next destination might be."

1d20+11 Sense Motive on Troodon, just as a precaution. Hamza is nothing if not practical, and knows not to just immediately trust a former foe.

Are you letting everyone look at the map? I'll go ahead and post the link for everyone to take a gander at, in that case.

Hamze: Sense Motive:

It seems clear that the troglodyte is genuinely solicitous of coming to an understanding, now that its confederates have been dispatched from the field of combat.

Troodon nods thoughtfully,

"Yes, I can see the difficulty. I am not used to strangers, or those unacquainted with the situation of my people. I will try to explain briefly."

"For over a millennia, the Clutch of Lazzagabad and the Venomdrinkers were among the troglodyte clans that dwelt in the complex of caves beneath Kalidnay, far below the rift that extends to the south of the city, known as the Rift of Baltoush. The tribes migrated into this region in the wake of the city's fall, when the power of Abalach-Re no longer kept the denizens of the deep regions far from her domain."

"Our tribes, and other dwellers of the subterranean reaches, took advantage of the rich fungi harvest and underground game fostered by the Deathdrop Falls, which descend from the Lake of Doom in the center of the ruined city, and terminate in the depths of the earth, joining other rare rivulets of water from the cliffs of the Rift of Baltoush -- a region which once, in the Green Age, was a verdant marshland."

"A little over a year ago, one of the great caverns near the underground lakes at the foot of the Deathdrop Falls was mysteriously occupied by visitors from another world. They called themselves the "slassans," and told us that they hailed from a world known as Serran, somewhere far away in the night sky. They claimed to be a race of explorers, scientists, and scholars, and there is, undoubtedly, some truth to their claim."

"They brought one of their vast dome cities to the caverns below Kalidnay by means of an artifact known as the Phase Heart, which they told us they had inherited from their makers, another race known as the dramojh. The Phase Heart has the ability to open, as well as control, gates to other worlds. It was this item that awoke the sleeping sorceress queen, and thereby unlatched the gates of the Great Orrery."

"The slassans are not a unified society -- they are governed by several "Societies of the Ruling Colors". We have encountered four of these. The first, is that of the Red Chromatic Society, the chief alchemists and engineers of the slassans, and the faction to which my tribe pledged their loyalty. Second, is that of the Azure Chromatic Society, who are a reclusive sect of scholars. Thirdly, the Green Chromatic Society, a bestial caste of warriors who are little better than slaves to their kin."

"Forth and finally, there is the Yellow Chromatic Society. This last are feared and hated by their kin, but are undoubtedly the most powerful. They are lords of death and nethermancy, and are the emissaries of the Mazefather, a mysterious entity whose discovery precipitated that of the Phase Heart, as well as the ascent of this society to the apex of the slassan civilization. Their 'priests', such as they are, are called Emenators, and enforce the will of the Mazefather upon the other Chromatic Societies. It is by the will of the Yellow Society Emenators that the slassans have come to Athas, and seek to work their will upon its inhabitants."


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

Yeah, once the rest of the PCs gather round or otherwise come together near Hamza and Troodor, who I assume has moved some what closer to me.

I'm going to pause in my in game discussion to give the other PCs a chance to catch up and reply.


Ok -- I assume everyone's going to want to ask questions about and play with this for a while, so I'm posting for everyone's consideration.

The scroll upon which the map is etched is composed of some mysterious, luminous alloy, whose contours reflect a rainbow spectrum of color as its outer surface reflects the low illumination of the tomb.

As it is unfurled, a startling, brightly-colored image manifests across its exposed, inner face. It clearly offers a map of the ruins of Kalidnay and the surrounding locales, for it possesses a clear similarity to the hand drawn image kept in the great hall of Destiny's Chariot.

However, this is, undoubtedly, a more wondrous, and impressive image, as if the area were being somehow viewed from the heavens. The terrain shifts ever so slightly, reflecting the momentary migration of the desert sand and small rivulets of water -- though how this might be possible is difficult to conceive.

Several additional features standout -- several frames surround what appear to be floor plans of different complexes, and these are connected by arcs of color to different locations of the map.

Additionally, the entirety is captioned in a slender, unknown script.

I explained to Hamza that this is basically a magical Kindle touchscreen. The maps of the different dungeons are like 'windows' or 'tabs' that can be opened, zoomed in on, and closed. There are also 'layers' that can be turned on and off that show the subterranean connections. The captioning is in demon, so only Hamza can read it, as far as I am aware.

Hamza's Map


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The story thus far (courtesy your favorite minstrel)...

Thus have I heard...

In the early days of the Age of Heroes, the dolorous form of Destiny's Chariot came to wander amongst the interminable reaches of the Great Alluvial Sand Waste's south easterly reaches. This fabled moving palace, once the luxurious summer domicile of Kalid-Ma, sorcerer queen of Kalidnay, it was rescued a millennia past, following the vast city's sudden destruction, by the agents of House Vordon.

This redoubtable merchant enclave, though given birth in the lost city of Kalidnay, was reborn in what would, in our latter days, become the Free City of Tyr.

But just as they had been reborn in former times, so they faced ruin in these latter years, for the end of cruel Kalak's rule in Tyr brought the simultaneous abolishment of human bondage.

And thus Clan Ashtarte-Athirathu of House Vordon found itself impoverished, fallen from their recent majesty, and dispatched its favorite daughter, the Lady Almah, alongside her ever-dutiful major-domo Garavel, and my own humble person, to restore the forgotten trading post of Kelmarane. This a lost possession of the house lay far off, in the vicinity of the Lost Oasis, and, with the reclamation of this prize, the fortunes of the beleaguered clan stood in the gaze of a fresh upsurging, like a desert fountain thought dried up by the weltering sun.

Destiny's Chariot wended amongst the dunes in a strange journey astride the ruins of its birthplace, when its grand progress was arrested by unexpected apparitions in the distance, portending an unexpected life still stirred within the devastated city state.

What more, the caravan was halted by the admonitions of Faalcuun the Magnificent, a former apprentice of the supposedly long-dead sorcerer-king Dregoth of Giustenal. This terrifying, decrepit t'liz, a horrible remnant of a half transformed dragon, restored to a pale semblance of life as a essence-drinking undead abomination, dispatched its herald Nalcaros from the Pavilion of Mercy to stop the progress of House Vordon before the ruined city. For know that Faalcuun's great power had seized a marvel of the distant Green Age, a vast, mobile pyramid shaped by mysterious arcane energies.

Lady Almah dispatched a delegation to parlay with Nalcaros, the herald of Faalcuun, and likewise an undead creature. He belonged to a forgotten race, the gnomes, and stood as a brutal testament to the violent age of the Cleansing Wars.

Nalcaros ushered our heroes into his master Faalcuun's presence within the heights of his throne within the Pavilion of Mercy, where Dregoth's former apprentice revealed deep mysteries to those gathered before his awful personage.

For the ancient city of Kalidnay had been reawakened -- the black orbs containing the minds of the sleeping sorcerer-queen and her five greatest templars had been reawakened, and with them the Great Orrery, a colossal black ring that hung in the heavens above the ruins, and offered an open gate to dark powers wishing to enter Athas.

What more, this unanticipated stirring of the ancient sorcerer-queen's hateful spirit had drawn emissaries of the other sorcerer-kings of the Tablelands, who hoped now to secure the power for which they had felled their sister over a millennia ago -- the greater seed, an obsidian orb of great power which derived from a world accessible only through the portal of the Great Orrery. And so it was that the Shadow King Nibenay, Hamanu, the Lion of Urik, and the Dread King Dregoth had all sent their most trust worthy servants to wretch power from the ruins. And they should shortly descend upon the once sleeping city...

In addition, Faalcuun revealed to our heroes that the source of the greater seed, the Great Orrery, and other obsidian wonders of the Green Age was not, as they supposed, the halflings or the other powers of the age, but a species of ancient malevolent entities, who wandered the stars, known only by the name of Stoneburners. These entities, and their ancient rivals, the Glassmakers, were in fact responsible for all psionic and magical arts, as well as life on Athas.

Strengthened by the fell power of Faalcuun, our heroes decided to attempt an ingress of the city, whereby they would quiet the minds of Kalid-Ma and her templars stirring in the four Talons of the Mother, and the Great Temple at the heart of the city. By disabling the pylons at each of these locations, the threat to Athas would be at least temporarily halted.

Our heroes resolved to attempt an entrance to the ruins through the Riese, the name of the vast subterranean complex within the ancient diamond mines of Kalidnay. Upon arriving at the dead fire-mount, they found the complex not so abandoned as they might have expected -- and instead interrupted a gruesome sacrifice made by the servants a mysterious soul-trading fiend who now ruled the mines.

Helping the heroes was a small party from a distant world, deposited in Athas by the Great Orrery.

However, their quick intervention allowed them to save several intended sacrifices -- including a halfling warrior and druid, and a noble elf maiden of the Serpent Sing tribe.

The intellect devourers who parlayed with our heroes sought an alliance against a mysterious threat -- the serpent spiders, a race of extra dimensional wanderers who had recently come to the dark places beneath Kalidnay, and vied with the devourer's own master for control of the ruins of the ancient city-state.

The halflings revealed that they had been part of an expedition from distant Raam betrayed by disguised dray -- apparently a new race of draconic beings sworn to Dregoth of Giustenal. These had traded the captives to the morlocks, intellect devourers, and their mysterious master who now ruled the mines.

And so it was revealed that Dregoth's servants had already entered the ruins at the behest of their terrible master, but our heroes possessed no means of revealing the dray's arcane disguises.

At the urging of the rescued elven maiden, our heroes made a short journey to a forward camp of the Serpent Singer tribe, which resided within a ruined temple. There, one of the leaders of the tribe, the Dreaderseer Anubisemonekeh, parlayed with our heroes, and agreed to exchange the desired knowledge of aura-reading, which might reveal the presence of the disguised dray, in exchange for their provision of ancient knowledge from the kreen tomb that lay astride the temple where were gathered the elves.

While meeting with the elves, a mysterious stranger, known as Cae, arrived on the scene, claiming to hail from Balic by the shores of the Estuary of the Forked Tongue

And thus our heroes resolved to enter the tomb of the ancient kreen, servants of the Red God Dargulin, allay of the corrupted pyreen Rajaat.

A fierce melee with flying abominations at the entrance of the tomb dispatched one of our redoubtable heroes, who had no time to mourn.

Their entrance was again arrested by the arrival of three new strangers -- a dwarf imprisoned in a nightmarish machines, a cloaked figure from Raam, and a kreen awakened from its slumber within the tomb.

Before they could fully aquatint themselves with these newcomers, our heroes were again assaulted by the forces of the serpent spiders -- a party of troglodytes and their animal servants. After a fierce melee, the remaining troglodyte began to reveal much of its masters and their desires...

And so we return to the tremulous depths of the Mortuaries of the Mantis Priests....


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

1d20 + 11 ⇒ (20) + 11 = 31 Religion on the various topics Troodon discussed with us.


Hamza Mīnakshi wrote:
1d20+11 Religion on the various topics Troodon discussed with us.

Hamza:

In the archives of the Shadowvault, the ageless archive of shadowed Alaka, the young Hamza once encountered in his studies an ancient scroll whose contents might bear upon the present tribulation.

This record spoke of the Stoneburners, the ancient progenitors of the defiling magic, travelers of the stars, and visitors to Athas in the earliest ages of the world. In a great war between their minions and those of the Glassmakers, their celestial counterparts, the cruel race was brought low in a vast, apocalyptic battle that spanned the heavens.

Some of the Stoneburners survived this Armageddon by transferring their consciousnesses into three sided pyramids made of an unknown alloy, enigmatic receptacles connected to the 'Mazeworks', a dreadful pocket dimension where the Stoneburners and their allies had been imprisoned by the Glassmakers and their allies. In ancient lore, they are known as the 'Fathers of the Maze'.

It would appear one of these dreadful entities, surely the equal of any sorcerer-king, has awakened and been freed from its extra-dimensional confinement. With this freedom, it now directs the invasion of these slassans and their troglodyte servants.


Wounds (4) HP (50) AC (21) Initiative (-1) LoH (25/25) Lvl 1 (4/4) Lvl 2 (2/2) CD (1/1) Insp (1/1) HD (5/5) [CAMPAIGN COMPLETE] Paladin (5) Passive Perception: 12; Passive Investigation: 12; Passive Insight: 10

Assuming the info is shared

”The inventors of defiling magic...and one awakened, here? A threat then to our world and all others. This must be stopped, but how? I was imprisoned by it’s servants. There must be a way to destroy it.” As he mused this, his stony brow furrowed in thought. ”Let us at least leave tomb before the guardians arrive.”

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