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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-- TLAM TLISTILLIT --

A week ago... on another world...

The Lands of the Diamond Throne have come to a moment of great peril…. as well as opportunity.

Some three centuries past, the giants from across the sea won the Battle of Serpent’s Head, and thereby achieved the final victory of the Chi-Julud, their genocidal crusade against the sinister armies of the dramojh. These still-hated, though now long-departed, creatures, a terrifying admixture of fiend and dragon, were birthed by the power of the enigmatic tenebrian seeds, and destroyed their former masters before causing an age of darkness to descend upon the lands of the Diamond Throne.

None dispute that they were the most potent creation of the tenebrian seeds, relics which it is said in the lore of the wyrms were gifted to dragonkind by the deity Erixalimar, who discovered these wondrous objects in one of his many journeys to other worlds. In their internecine wars, the ancient chromatic and metallic dragons -- for in those days, unlike the present, the race of dragons was composed of many distinct species – were united only in their common employment of the power of the seeds to inflict harm on the opposite side of the Dragon Civil War. In a desperate, and in the end foolish gamble, the chromatic dragons exposure their infernal servants to the power of the seeds, thereby bearing a race of ultimate warriors – the dramojh.

However, in the end these creatures exceeded the power of their masters, turning on their creators and seizing the lands of the Diamond Throne for their own dark designs.

And so it was until the coming of the giants...

Now, the centuries of peace that has accompanies the rule of the giants may be at and end, for the dragons have returned from the esoteric lands of the west, the mysterious region of the super continent known as Pallembor. Though they have changed in form, now eschewing any obvious speciation according to hue, alloy, or gem, the dragon’s ancient and eternal jealousy for their own has remained unchanged, and they have begun to urge the departure of the unwilling giant regime headquartered in the great city of De-Shamod. To tempt the inhabitants of their former demesne, the dragons and their emissaries offer the powers of the tenebrian seeds, whose touch can bestow significant boons upon any fortunate recipient.

And so the emissaries of the dragons slowly descend from the Castles in the Sky, their stories homes in the west, and gradually infiltrate the lands of the north, especially the ruined kingdoms of Verdune and Thartholan, which occupy their near side of the Bitter Peaks.

The giants have not responded to this provocation quietly, for the power of the seeds was the source of the tyrannical dramojh whose rule they ended with so much blood. To expose and excise any appearance of the tenebrian seeds or their influence in the lands of the Diamond Throne which the giants have put under their protection, the rulers of De-Shamond have recruited elite cadres of sibeccai rangers trained from their youth to combat the dark powers of the dragons.

Finally, rumors have it that a third power stirs in the lands of the Diamond Throne – the greatest legacy of the dramojh, the slassans. These creatures, an abominable union of serpent and spider, were undoubtedly the greatest of the ancient dramojh’s servant races. They fled into the depths of the earth following the Battle of Serpent’s head, and in the intervening centuries established a great empire in the deep places known as the Dark Depths. A new society, know as the Cult of the Serpent Reborn, or the Cult of the Devil Serpent, is said to be secretly orchestrated by the slassan empire of the Dark Depths, and that the rulers of this kingdom have uncovered tenebrian seeds that have allowed them to assume new evolutions greater even than that of their dramojh creators. If this is so, the surface races who serve the Cult Serpent Reborn may be simply a harbinger of a new age of darkness, once that will consume both the dragons and the giants who currently contest their claims for the lands of the Diamond Throne.

It is in this portentous moment that the mojh scholar T’lamtlistillit the Shadowborn arrived in the settlement of New Balatosh, a still-humble, yet growing and vibrant collection of scholars, fortune seekers, and various fellow travelers who have established themselves in the shadow of the capital of ancient Thartholan, a realm of mages destroyed by the dramojh in the early days of their conquests. Still reeling from the effects of the Phase Heart, a dramojh artifact that opens portals to other worlds and planes, Thartholan is far from a safe corner of the continent in which to make one’s fortune. And yet there are immense opportunities in the legacy of the ancient kingdom, and these continue to draw both the hopeful and the mad.

The Shadowborn made a grand appearance in the popular caravanserai known as Navasha’s Folly, after the mythic queen of Thartholan who once raised a levitating palace in the sky over Balatosh. With dramatic purpose, he unveiled his mission as an envoy of the dragons to the east, and offering the benediction of the ‘greater seed’, a particularly powerful representative of the ancient draconic relics.

”This seed” the mojh scholar proclaimed, ”was borne by the hand of the dragon god Erixalimar himself.”

Before a considered discussion of his message was possible, the proceedings were violently interrupted by a cadre of Scalebreakers dispatched by De-Shamod under the direction of Esilena Lore, a powerful giant psion and servant of the Diamond Throne. Having received word of the mojh’s embassy through their network of spies in the western borderlands, Esilena and her company caught the Shadowborn completely off guard.

In the wake of the surprise attack, the Shadowborn and the small cadre of interested personages which he had attracted in the tap room of Navasha’s Folly attempted to flee aboard a narrow sloop down the Rieadre River, a thin, fast moving body of water that twists through the plains of Thartholan from its origins in the Bitter Peaks.

The Scalebreakers under the direction of Esilena pursued in an enormous war hulk made of magically enchanted stone, one of the great craft by which the giants had originally crossed the eastern sea some three centuries and more past.

Esilena had almost gained upon her quarry when both vessels were unexpectedly faced with a pair of whirring black rings which materialized in the midst of the river, and through whose embrace both ships were forced to pass.

In the blink of an eye, the Shadowborn and his pursuers found themselves afloat on a vast, viscous pool in the midst of an immense field of impressive ruins, easily the match of Thartholan’s ancient capital.

The mojh scholar and his entourage quickly gained the shored of the black lake, where they sought refuge in a massive citadel perched on its silent shores.

Esilena and her Scalebreakers broke off their pursuit when the mojh successfully slammed shut the main gate of the keep, protecting his party for the moment from their zealous pursuers, but also isolating them inside this vast, dead fortress.

It has now been three torturous days in this cursed world. Though they were fortunate enough to arrive during the night, the first dawn in this strange land was accompanied by a blistering heat cast off by the great crimson sun that fills the horizon. In every direction, there are only dunes, a sea of sand surrounding a city of the dead.

The Shadowborn has begun to plumb the secrets of this mysterious fortress, which the writings in its archives identify as “The Scarab Hold of the High Templar Ahmen-Ahnpur of Kalidnay.” At the moment, the party confines itself to the many-spired keep which sits by the side of the dark lake. It overlooks a series of mazeworks that divide the inner from the outer courtyard. From the highest towers, three open squares are visible within this vast maze, each of which houses some enigmatic monument. On each night since their arrival, the sunless sky has been torn asunder with the sound of creatures stirring from within the maze, having emerged from the three silent buildings in its center under the cover of darkness.

Now, the dolorous dracha Hastniss, the chief deputy and bodyguard of the mojh scholar, has summoned the cadre which fled from New Balatosh to the presence of his master, for it appears T’lamtlistillit has uncovered yet more mysteries of their present circumstances.


Indeterminate - She/Her pronouns Elf Mystic/Hedgewitch Hierophant 3

Devapala:
Within the chamber, the 'Elf' smiles, eyes closed as she concentrates, the shadows swirling around her. "Ah, there we go. Through the Shadows" Mahu murmurs, and with a flicker, vanishes.

Spending a Shadow Point to Grant myself the Darkness Sphere and the Step Through Darkness Talent, then teleport through to a small distance from the Golem. Activating Blur for a 50% miss chance too.

About ten feet from the Golem, just within sight of the others, where the corridor casts into shadow, the shadows swirl for a moment before a thin, androgynous-looking elf appears, holding a Trishul in her hand and focusing on the Golem with a frown on her features. "I'm here to help." she says, simply.

Initiative: 1d20 + 5 ⇒ (20) + 5 = 25


Devapala Ra'at wrote:

** spoiler omitted **

About ten feet from the Golem, just within sight of the others, where the corridor casts into shadow, the shadows swirl for a moment before a thin, androgynous-looking elf appears, holding a Trishul in her hand and focusing on the Golem with a frown on her features. "I'm here to help." she says, simply.

[dice=Initiative]1d20+5

Devapala can go ahead and post combat actions since her initiative was higher than that of the golem.


Indeterminate - She/Her pronouns Elf Mystic/Hedgewitch Hierophant 3

The elf darts in, her Trishul raised and coursing with energy, eyes searching across the Golem's frame before dashing in to strike at its side with her weapon, deep cracks appearing from where she lands

Spending two Spell points to hit with Dissolution and Potent Alteration to allow me to effect Golems. Gets a DC30 Fort save or 14d6 ⇒ (2, 3, 5, 3, 6, 4, 4, 2, 5, 4, 5, 6, 2, 3) = 54 Damage, not blocked by hardness or DR. If it makes its save, then 1d6 + 7 ⇒ (6) + 7 = 13 Damage only alas.


Indeterminate - She/Her pronouns Elf Mystic/Hedgewitch Hierophant 3

Seb Only:
Since I assume Golems auto-make their save to disbelieve, the golem only takes 70% of the damage, so 37/9.

I forgot to make the touch attack 1d20 + 12 ⇒ (1) + 12 = 13 vs touch


Indeterminate - She/Her pronouns Elf Mystic/Hedgewitch Hierophant 3

Ouch. Rolling to confirm Crit Fail 1d20 + 12 ⇒ (2) + 12 = 14


Devapala Ra'at wrote:
Ouch. Rolling to confirm Crit Fail 1d20+12

So far as I can determine, there's no such thing as a Crit Fail in Pathfinder: "Natural 1: A natural 1 (the d20 comes up 1) on an attack roll is always a miss."Link. That means you miss.


Crimson Sentry Stats (Rough, Players Don't Look, I Just Need This for My Own Reference::

N Huge construct
Init –1; Senses darkvision 60 ft., low-light vision; Perception +0

DEFENSE

AC 29, touch 7, flat-footed 29 (–1 Dex, +22 natural, –2 size)
hp 1,000 (19d10+40)
Fort +6; Ref +5; Will +6
DR 15/adamantine; Immune construct traits, fire, magic, rust; Resist cold 20

OFFENSE

Spd 20 ft.
Melee 2 slams +28 (4d6+11 plus 2d6 fire plus grab)
Space 15 ft.; Reach 15 ft.
Special Attacks breath weapon (50-ft. line, 10d6 fire, Reflex DC 19 half, every 1d4 rounds), furnace-interior, heat

STATISTICS

Str 32, Dex 9, Con —, Int —, Wis 11, Cha 1
Base Atk +19; CMB +32 (+36 grapple); CMD 41

SPECIAL ABILITIES

Berserk Liberation (Ex)

When a fiend-infused golem enters combat, there is a cumulative 2% chance each round that the animating fiend breaks free and the golem goes berserk. This chance resets to 0% after 1 minute of inactivity. When a fiend-infused golem goes berserk, the animating fiend explodes in a conflagration of hellfire, dealing 13d6 points of damage to all creatures within 60 feet (Reflex DC 17 half). Half of this damage is fire damage, but the other half results directly from unholy power and is not reduced by resistance to fire-based attacks. The save DC is Constitution-based. The berserk golem then loses the fiend-infused template permanently and thereafter attacks the nearest living creature, or smashes some object smaller than itself if no creature is within reach. Once it goes berserk, no known method can reestablish control.
Hellfire Touch (Su)

A fiend-infused golem’s body radiates the soul-scorching heat of the evil Outer Planes, dealing 2d6 points of damage with its touch. Half of this damage is fire damage, but the other half results directly from unholy power and is not reduced by resistance to fire-based attacks. Creatures attacking a fiend-infused golem with unarmed strikes or natural weapons take this same hellfire damage each time one of their attacks hits. A fiend-infused golem’s natural attacks are treated as evil for the purpose of overcoming damage reduction.
Immunity to Magic (Ex)

A fiend-infused stone golem is immune to any spells or spell-like abilities that allow spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A transmute rock to mud spell slows a fiend-infused stone golem (as per the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock restores all of its lost hit points.
A stone to flesh spell does not actually change the golem’s structure but negates its damage reduction and immunity to magic for 1 full round.
A banishment or dismissal spell quells the animating fiend temporarily, negating the golem’s hellfire touch ability for 1 round with no saving throw. The spell also increases the chance of the golem’s berserk liberation by 20% in subsequent rounds of combat.

Slow (Su)

A fiend-infused stone golem can use a slow effect, as per the spell, as a free action once every 2 rounds. The effect has a range of 10 feet in a burst centered on the golem and a duration of 7 rounds. A successful DC 17 Will save negates the effect. The save DC is Constitution-based.

Death Throes (Ex)

When an obsidian golem is reduced to 0 or fewer hit points, it explodes. All creatures within a 20-foot burst take 12d6 points of piercing and slashing damage and 2d6 points of bleed damage. A successful DC 18 Reflex save results in half damage and negates the bleed effect. The save DC is Constitution-based.
Immunity to Magic (Ex)

An obsidian golem is immune to any spell or spell-like ability that allows spell resistance. Certain spells and effects function differently against the creature, as noted below.

A magical attack that deals fire damage sharpens the obsidian golem’s claws, increasing their critical threat range to 18–20 and increasing bleed damage to 3d6 for 1d4+1 rounds.
A magical attack that deals cold damage cakes ice over the obsidian golem’s form, suppressing the bleed damage from its claw attacks and negating its jagged body ability for 1 round.
A stone to flesh spell negates the golem’s damage reduction, jagged body, and immunity to magic for 1 full round.

Jagged Body (Ex)

A creature that grapples an obsidian golem or that hits it with a natural attack or unarmed strike takes 2d6 points of bleed damage.
Obsidian Spray (Ex)

As a swift action every 1d4+1 rounds, an obsidian golem can unleash a torrent of obsidian shards, filling a 30-foot cone. Creatures caught in this attack take 8d6 points of piercing and slashing damage and 2d6 points of bleed damage. A DC 18 Reflex save reduces this damage by half and negates the bleed effect. The save DC is Constitution-based.

Furnace-Interior (Ex)

A furnace golem can try to shove a grabbed opponent up to two sizes smaller than itself into its interior by making a successful grapple check. An opponent thrown into the furnace golem’s interior is trapped as a metal grating closes over the opening in the same round. A trapped creature automatically takes 2d6 points of fire damage each round. Escaping the creature’s interior requires a successful Strength check (DC 30) to bend the bars. Alternately a trapped creature can escape by dealing at least 25 points of damage to the bars (AC 22). Note, the golem’s damage reduction applies to all attacks against the bars.

A Huge furnace golem’s interior can hold 2 Medium, 8 Small, or 16 Tiny or smaller creatures.
Heat (Ex)

A furnace golem’s entire form is extremely hot. Any slam attack deals fire damage. Creatures attacking a furnace golem unarmed or with natural weapons take this same fire damage each time one of their attacks hits.
Immunity to Magic (Ex)

A furnace golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature as noted below.

A magical attack that bypasses its cold resistance slows a furnace golem (as the slow spell) for 3 rounds, with no saving throw.

A magical attack that deals fire damage breaks any slow effect on the furnace golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of damage would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points.

1d100 ⇒ 6
1d100 ⇒ 12

AP1: Obsidian spray as per obsidian golem:

Quote:
An obsidian golem can unleash a torrent of obsidian shards, filling a 30-foot cone. Creatures caught in this attack take 8d6 points of piercing and slashing damage and 2d6 points of bleed damage. A DC 18 Reflex save reduces this damage by half and negates the bleed effect. The save DC is Constitution-based.

8d6 ⇒ (1, 2, 1, 1, 2, 5, 4, 4) = 20

2d6 ⇒ (5, 1) = 6

AP2: Grapple Amunet-Ra

1d20 + 36 ⇒ (20) + 36 = 56

She's swallowed now, using the same rules as for a furnace golem:

Quote:
An opponent thrown into the furnace golem’s interior is trapped as a metal grating closes over the opening in the same round. A trapped creature automatically takes 2d6 points of fire damage each round. Escaping the creature’s interior requires a successful Strength check (DC 30) to bend the bars. Alternately a trapped creature can escape by dealing at least 25 points of damage to the bars (AC 22). Note, the golem’s damage reduction applies to all attacks against the bars.

AP3: Skitters out of the way of attackers with its new food (moves 20ft. back).


Okay, everyone determine if you're in the 30' cone of the obsidian spray and apply damage. Remember, bleed damage continues every round, same rate, till you do something about it.

Unfortunately, Amunet-Ra is now stuck in the gullet of the gruesome monstrosity, and is currently incapacitated and taking both fire and bleeding damage every round until she breaks free.

The strange golem appears to shiver before it releases a hail of jagged shards into the air, a deadly hail that slices skin to ribbons.

The monstrous guardian of the tomb rears on its powerful hind legs, exposing a terrifying, gaping maw in its ichor-covered gullet. It expands to incredible dimensions as it envelopes the hapless elf maiden Amunet-Ra, sealing her within a toothy tomb. The terrifying creature than skitters down the fall, taunting the assembled heroes with its horrific attack.


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

Not sure if I'm in it or not, but rolling anyway

Reflex: 1d20 + 10 ⇒ (11) + 10 = 21

Ri'Kli'Klek nimbly dodges aside from the spray of shards, but he simply stands and watches the creature go. His attacks were clearly useless against it. But these interlopers... what were they? How could they fight like this?


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

As the golem unleashes it's deadly barrage of jagged shards, Hamza suffuses his form with purest shadow, becoming akin to a ghost.

Initiating Half-Gone. Normally I need to roll a Stealth check, but with Skill God(stealth) I'm treated as always getting a 20 on my stealth checks. +30 = 50 for stealth. It needs to make a successful Perception check or I am considered incorporeal for the attack.


Hamza Mīnakshi wrote:

As the golem unleashes it's deadly barrage of jagged shards, Hamza suffuses his form with purest shadow, becoming akin to a ghost.

Initiating Half-Gone. Normally I need to roll a Stealth check, but with Skill God(stealth) I'm treated as always getting a 20 on my stealth checks. +30 = 50 for stealth. It needs to make a successful Perception check or I am considered incorporeal for the attack.

Can you Initiate after you already did your actions, or are these actions for Round 3?

1d20 ⇒ 18

It fails then.


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

Sorry, it's an immediate action counter. It's his main 'get out of jail' effect. Especially now that he has Skill God(stealth) as even a natural 20 on Perception isn't an auto success.


The voice of the company's erstwhile and unwelcome companion bard is heard, though, as in all combats, the elf has somehow absented himself from the proceedings,

"I suppose it falls upon my shoulders to point out to you fools that the door which our reptilian guest sealed with its magics is now opened, and that this tomb's terrible sentry will not be able to follow should we all take advantage of this mode of egress."


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 furrows his brow, and grits his teeth. In a split-second he disappears, and Amunet Ra takes his place. He is inside the golem's interior for but a moment before he wills himself out. He then summons and hurls a long glowing dagger at the creature from a distance.

Dimension Swap with Amunet Ra, then Nomad Step out

thrown mind blade: 1d20 + 16 ⇒ (2) + 16 = 18


Jimbli Willit wrote:

Jimbli furrows his brow, and grits his teeth. In a split-second he disappears, and Amunet Ra takes his place. He is inside the golem's interior for but a moment before he wills himself out. He then summons and hurls a long glowing dagger at the creature from a distance.

Dimension Swap with Amunet Ra, then Nomad Step out

[dice=thrown mind blade]1d20+16

Doesn't hit :(


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 rushes into the passage no longer blocked by the mantis.

Yes, it seems nonsensical to bash ourselves silly against this fiend, and then suffer profuse bleeding as the reward. Let us move on quickly! I'm sure there will be sufficient guardians and perils to make up for bypassing this one.


Rokan the Ascetic wrote:

Rokan rushes into the passage no longer blocked by the mantis.

Yes, it seems nonsensical to bash ourselves silly against this fiend, and then suffer profuse bleeding as the reward. Let us move on quickly! I'm sure there will be sufficient guardians and perils to make up for bypassing this one.

It's no longer blocked by the wall of force the slassan had placed over the entrance. Everyone but the halflings has to crouch down to get through, but it's no longer blocked.


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 |

Sorry to throw this wrench in the works, but the creature is under Misfortune which applies for the grapple check on Amunet-Ra. Link
---
Misfortune: The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result.


Cae Leonidas wrote:

Sorry to throw this wrench in the works, but the creature is under Misfortune which applies for the grapple check on Amunet-Ra.

---
Misfortune: The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result.

Rolling

1d20 + 36 ⇒ (19) + 36 = 55

Doesn't change anything then.


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 |

Haha, sorry, Ra. Sometimes the dice want what the dice want.
-------------------------------------------------------------------
Shards whizz past Cae's face, missing him by a hair's breadth. Following Rokan's lead, he ducks into the other room. A dim flash of light surrounds him briefly as he calls out:

"From this creature let us retire,
And leap from hot pan into fire."

Buff-Moon(50'): | +2 Fortitude saves | +4 temporary hit points each turn |
-------------------------------------------------------------------

Move: 35'
Standard: Ready: Healing Hex (first injured member to enter chamber)

Healing Hex: 2d8 + 6 ⇒ (2, 7) + 6 = 15(9 Vit/6 Wounds)

Vitality: 94/124


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 cried out as bashing the construct turned out to be a mistake.

Reflex save: 1d20 + 20 ⇒ (14) + 20 = 34

She then tried to dodge the shards, only to find herself engulfed in something like an oven inside the construct.

The wounds from the golem didn't hurt as bad as thought and driven by the mystic spark inside her began to close immediately.

Just as the shock of what was happening to her dawned on her she found herself somewhere else, outside again.


Amunet-Ra wrote:

Amunet-Ra cried out as bashing the construct turned out to be a mistake.

[dice =Reflex save] 1d20 +20

She then tried to dodge the shards, only to find herself engulfed in something like an oven inside the construct.

Quote:


Jimbli Willit Yesterday, 10:59 pm | Flag | List | Reply
+
Male Halfling psion (nomad)/rogue (cutpurse+scout) 6 / elocater 2 / trickster 3 W36 V95 ~ AC30 tch20 ff20 ~ F+11 R+17 W+12 ~ CMD27; Init+10 Per+16; spot traps within 10' d20+20 Poisoner

Jimbli furrows his brow, and grits his teeth. In a split-second he disappears, and Amunet Ra takes his place. He is inside the golem's interior for but a moment before he wills himself out. He then summons and hurls a long glowing dagger at the creature from a distance.

Dimension Swap with Amunet Ra, then Nomad Step out

thrown mind blade: 1d20 + 16 ⇒ (2) + 16 = 18


The Raamite halfling druid screams over the ear piercing din of the cacophonous creature's roar,

"I must agree with the elf, we would do best to abscond from the present encounter as quickly as possible."

Just to remind everyone, this was one of the NPCs you picked up from the Diamond Mines that was in the same caravan as Jimbli. He's part of druidic order from Raam. He's also interested in obtaining aura-reading abilities to uncover the disguised dray.


Indeterminate - She/Her pronouns Elf Mystic/Hedgewitch Hierophant 3

Devapala nods, towards the others, keeping her Trishul leveled at the creature as she moves around towards the passage south, heading for the door. "Those injured should get through there first. I'm unharmed, I can help hold it back for a few moments


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 around, pain, rage and confusion in her face, but she quickly reorients herself as she hears the others call out.
Giving an angry but also respectful look at the construct, she moves towards and through the gateway.

It seems wiser to reatreat, there are many pathways and other gates behind this one.

As she sees Jimbli reappear somewhere else, she gives him a thankful nod.
Once through the gate, she pauses, looking after her injuries and applying some first aid.

Healer's hands heal check: 1d20 + 22 ⇒ (16) + 22 = 38
Combined with fast healing, this should heal all damage taken.

Once she notices there's another newcomer, she looks them up and down.
And where did you come from just now? Let me guess, you have some business down here? Are you an elf? What is the name of your tribe?


Devapala Ra'at wrote:
Devapala nods, towards the others, keeping her Trishul leveled at the creature as she moves around towards the passage south, heading for the door. "Those injured should get through there first. I'm unharmed, I can help hold it back for a few moments

As he ducts into the safety of the low corridor which leads to the chamber where, only moments before, Amunet-Ra and Hamza had held court with the mysterious representative of the so-called 'serpent-spiders', the diminutive humanoid regards Devapala with an expression that is at once interested and suspicious,

"Ho there stranger, unless I am very much mistaken, you have the appearance of a traveler who hails from my native city of Raam! Were you, as well, abducted by the dray of Giustenal?"


Indeterminate - She/Her pronouns Elf Mystic/Hedgewitch Hierophant 3

"Aye, I am from Raam, not abducted, no, but perhaps we can talk once we are all in safety, friend!"


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 silently follows the others into the room. In truth, he would rather that dangerous guardians continued to patrol these halls. There were already too many interlopers here, too much risk of waking what must not be woken.

He took up a silent spot in a corner and observed the others. He had to learn what motivated them, what held them together... and what could drive them apart, should they prove a danger to Athas.


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

Seeing that some of the group are hesitating, Ri'Kli'Klek shouts, "Come! There is nothing to be gained from destroying this guardian. Rather, a deterrant to those who should not come hence lest they disturb the rest of the Fingers would be destroyed."


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 |

Once we're all in safety...city dwellers...even elves become foolish there.
Amunet-Ra shakes her head and moves her hands in a classical warding gesture so fast, there are some after images and for a moment it seems as she has several arms.

It seems to me there is ancient wisdom in the words of the kreen Ri'Kli'Klek and i cannot but agree. Let this horrible warden be the problem of somebody else who should not be here. We can move on and be in safety.


To hit +6 Init +10; Senses low-light vision; Perception +16 AC 19, touch 13, flat-footed 16 Vig 78/78 Wnd 38 (Threshold 16) Fort +8, Ref +5, Will +10;

Ehawee tries her best to dodge out of the way of the shards coming from the beast that just swallowed Ra

Reflex save: 1d20 + 4 ⇒ (1) + 4 = 5
Instead she falls flat on her face and takes the full blunt force of the shards, cutting multiple places on her back and legs. SHe quickly gets up and scrambles into the gate, happy that she had already fell to the ground when she tripped from the attack. After pulling out the shards she could reach, she asks one of the others to pull out the remianing shards in her back.

Heal check: 1d20 + 11 ⇒ (10) + 11 = 21


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

Hamza looks as if he's about to continue to take the fight to the golem, but the words of Slavathras and then Ri'Kli'Klek give him pause. "I suppose allowing the sentry to continue it's patrol makes sense. Let us retire to the Slassasn's chamber and figure out our next move."


The chamber which had recently been occupied by the so-called 'serpent-spider' is a large rectangle measuring approximately fifty foot spans in length and thirty in width.

Covering a rectangle in the center of the floor is a space of about ten by thirty foot spans which is densely covered in elaborate hieroglyphic writing, not unlike many other locations encountered thus far in this large subterranean complex.

There is a decorative niche on the western wall, the side of the room whose upper right-hand corner contains the halfling sized tunnel through which the expeditionary party have just made their entrance. The niche is flanked by two decorated pillars, and contains an statue of a woman with bat wings and the lower body of a crocodile.

The far, eastern wall, opposite the diminutive entrance contains a full sized door in its center.

Regularly spaced torches provide unsteady light by which to study the room's details.


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 |

Where is this Slassan sage? He had all the doors! Could have brought us anywhere it seems, but now he's gone. Of course.
Amunet-Ra doesn't seem pleased about the vanished sage and gives Slavathras an angry look, suspecting him somehow.

Ehawee come here, let me see to that.
She takes a hold of Ehawee and tends to her wounds.
Ah there's some splinters inside, let me suck them out!
Before she can do something about it, Amunet-Ra takes a good sip of Ehawees blood, of course only to suck out a splinter.
She then applies some paste and the wounds close and heal quickly.
I wonder wether you're a good dancer or not. Maybe someday you can show me the dances of your tribe!

Heal: 1d20 + 22 ⇒ (9) + 22 = 31 +5 = 36 vigor back.

This room seemed different before, i did not see this statue nor any of the writings. Did you see that Hamza?
Amunet-Ra goes to take a closer look at the statue and the writings.

Perception: 1d20 + 26 ⇒ (9) + 26 = 35 +4 vs secret stuff, another +3 vs traps.

Knowledge history: 1d20 + 14 ⇒ (3) + 14 = 17
Knowledge religion: 1d20 + 14 ⇒ (10) + 14 = 24
Knowledge local: 1d20 + 14 ⇒ (6) + 14 = 20
Knowledge linguistics: 1d20 + 12 ⇒ (14) + 12 = 26


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)

Nothing looks particularly significant here... though the serpent spiders found it well enough to take up temporary station. I don't think we want to dwell long though, as we could spend years appreciating the hieroglyphics and ancient messages of the rooms within this labyrinth.

Rokan first checks the floors for traps, and then only provides cursory visual inspections around the details of the room the confirm or deny his intuition.

Perception, traps?: 1d20 + 12 ⇒ (13) + 12 = 25
Perception, interactive room details: 1d20 + 12 ⇒ (16) + 12 = 28
knowledge (history): 1d20 + 13 ⇒ (16) + 13 = 29

He then looks around at the party to see what patching up is needed before they move on.

How about you Amunet? You spent a very brief moment in the belly of the beast, no?


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 gives Rokan a considering look.
Right. You're human and we don't have that much time.

This beast indeed kind of swallowed me. Only it didn't feel like being swallowed by a real beast, there were no teeth nor something like a belly. It was more like being put into a weird organic oven with bars preventing escape.

We still should search the room, there were always some useful hints so far. And don't forget why we initially came here.


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)

Ah yes, a lifespan observation.

He chuckles a bit.

I don't think that matters in light of the sudden events at Kalidnay or the entities that may choose to pass through open gates on an hourly or daily basis. Or was everybody else's goal truly to join forces with the guardians here, and make the exploration a lifelong endeavor? Those lifespans may collectively be shortened by the plans of those gathering here from other worlds.

He doesn't really expect an answer, going back to his inspection for traps and look over the hieroglyphs. He dwells on it, a bit, to himself. It would seem everyone believes their faction is going to win the Athasian rat race. It doesn't bode well for coming together to ward off the true, otherworldly threats.


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

"There is no safety in these tombs. Only a momentary reprieve."

Ri'Kli'Klek considers Rokan a moment. "There are, indeed, too many here. They risk awakening what must not be disturbed. Nor are their goals beyond suspicion even were it not for the threat of awakening the sleepers."

He pointedly says nothing about his trust for this group's intentions.

"It would be best for all of ye to finish your business here swiftly and begone from this place."

He looks to Devapala. "And why art thou here? Are there not enough wandering these halls already without another?"


Tyren Lourofesh and Jin Ein Mok:

Both Tyrians wake up, without memories, on the cold floor stone of a cave grotto.


Amunet-Ra wrote:

Where is this Slassan sage? He had all the doors! Could have brought us anywhere it seems, but now he's gone. Of course.

Amunet-Ra doesn't seem pleased about the vanished sage and gives Slavathras an angry look, suspecting him somehow.

Ehawee come here, let me see to that.
She takes a hold of Ehawee and tends to her wounds.
Ah there's some splinters inside, let me suck them out!
Before she can do something about it, Amunet-Ra takes a good sip of Ehawees blood, of course only to suck out a splinter.
She then applies some paste and the wounds close and heal quickly.
I wonder wether you're a good dancer or not. Maybe someday you can show me the dances of your tribe!

[dice=Heal]1d20+22 +5 = 36 vigor back.

This room seemed different before, i did not see this statue nor any of the writings. Did you see that Hamza?
Amunet-Ra goes to take a closer look at the statue and the writings.

[dice=Perception] 1d20+26 +4 vs secret stuff, another +3 vs traps.

[dice=Knowledge history]1d20+14
[dice=Knowledge religion]1d20+14
[dice=Knowledge local]1d20+14
[dice=Knowledge linguistics]1d20+12

Amunet-Ra: Perception:
Amunet-Ra wrote:


Perception: 1d20 + 26 ⇒ (9) + 26 = 35 +4 vs secret stuff, another +3 vs traps.

The ceiling is an exceptionally tall vault, which appears to narrow, like a pyramid, into the darkness overhead. It is not clear it even ends in a ceiling...

Amunet-Ra: Knowledge (History):

Amunet-Ra wrote:


Knowledge history: 1d20 + 14 ⇒ (3) + 14 = 17

Nothing. DC 20+.

Amunet-Ra: Knowledge (Religion):

Amunet-Ra wrote:


Knowledge religion: 1d20 + 14 ⇒ (10) + 14 = 24

There are more symbols of the goddess Ymeri. Here, she appears under her guise as Sakhmet-Sakhet, the Mother of the Volcano.

Amunet-Ra: Knowledge (Local):

Amunet-Ra wrote:


Knowledge local: 1d20 + 14 ⇒ (6) + 14 = 20

This room appears to be some kind of prep area for fungal mixtures. Similar facilities exist in the main Serpent Singer camp in the Iridescent Desert, east of the Kalidnay ruins.

Amunet-Ra: Knowledge (Linguistics):

Amunet-Ra wrote:


Knowledge linguistics: 1d20 + 12 ⇒ (14) + 12 = 26

Nothing. DC 30.


Rokan the Ascetic wrote:

Nothing looks particularly significant here... though the serpent spiders found it well enough to take up temporary station. I don't think we want to dwell long though, as we could spend years appreciating the hieroglyphics and ancient messages of the rooms within this labyrinth.

Rokan first checks the floors for traps, and then only provides cursory visual inspections around the details of the room the confirm or deny his intuition.

[dice=Perception, traps?]1d20+12
[dice=Perception, interactive room details]1d20+12
[dice=knowledge (history)]1d20+13

He then looks around at the party to see what patching up is needed before they move on.

How about you Amunet? You spent a very brief moment in the belly of the beast, no?

Rokan: Perception:
Rokan the Ascetic wrote:


Perception, traps?: 1d20 + 12 ⇒ (13) + 12 = 25
Perception, interactive room details: 1d20 + 12 ⇒ (16) + 12 = 28

The ceiling is an exceptionally tall vault, which appears to narrow, like a pyramid, into the darkness overhead. It is not clear it even ends in a ceiling...

Rokan: Knowledge (History):

Rokan the Ascetic wrote:


knowledge (history): 1d20 + 13 ⇒ (16) + 13 = 29

The chamber appears to have been used for preparing fungal mixtures associated with embalming rituals; such funerary rites were once common in the ancient cities of this region.


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

Hamza was a bit annoyed that the sage has seemingly left, as he had not been able to finish his negotiations. "No, I do not recall this room being like this before. I had hoped we could make use of one of those portals the sage opened for us, but alas, it seems our former host has left us."


Just a note to Hamza and Amunet-Ra: the appearance of the room has not changed, I'm just adding additional detail to my descriptons.


To hit +6 Init +10; Senses low-light vision; Perception +16 AC 19, touch 13, flat-footed 16 Vig 78/78 Wnd 38 (Threshold 16) Fort +8, Ref +5, Will +10;

Ehawee seems a bit miffed at Amuent, but it was more a did you really have to suck on my back sort of things. However, when asked about the dances of her tribe, she laughed softly and replied " You would have to catch a ceremony, or a celebration. Though I suppose you might enjoy them, however I doubt may others here would care for how much blood must be spilled first." She then herself goes to explore the room, having not been inside it before. It was an odd room, and she wishes she had been a bit more of a sage than fighter, but she does try to see if any of these markings make sense to her.


Male Clockspeaker Bard 6/Clockstopper Gunislinger 6/Genius 3 (Gestalt Necrotech Necros 6)(Spellcaster Incanter 3)(Prestigious Necromant 1) | Vitality: 82/84 | Wounds: 36/36 | AC: 35 | TAC: 31 | FFAC: 28 | Fort: 16 | Refex: 19 | Will: 17 | CMD: 33
Resources:
22 Spell Points|2/3 Dancing Lights|0/1 Faerie Fire|1/1 Entangle|1/1 Glitterdust|1/1 Deep Slumber|1/1 Missive|14/27 Rounds Bardic Perform|4/10 Hypertoxins|7/9 Mythic Power|

Tyren blinks awake for a few moments, groaning. He put a hand on the roughspun blanket that covered the straw of his bedding, only to find that there was no blanket, nor any straw. In fact, all there was to feel was cold stone. Rough, cold stone. Not good.

He gave a look around the area, worriedly, only to see another waking up at the same time as he. For whatever reason, his memory seemed blurry, though he suspected this man to be very familiar...Tyren looked around a moment, somewhat frantically, for his retinue. The two corpses, Captain Alexander, a long-dead Guard-Captain of Tyr whom had mastered the art of conjuring loyal guardsmen from the Grey, and Rentarl Arldernan, who had discovered a most interesting form of matter known as Temporal Ooze prior to his death. He'd had them thoroughly disguised before encasing them quite permanently in suits of Pseudopsionic armor, but if he was unconscious in an unfamiliar area...Who knew where they might be?

By the dead Gods, Tyren thought, What of A'Kyer? And Shines Against the Dark? His most prized companion, his psionic alter-ego A'Kyer was literally the focus upon which his power came from. It was a measure taken to ensure that he never allowed the dark powers of the Xxyth direct access to his powers, should he go too far and end up with his body in their possession. While he had a small reservoir to draw upon, it would be far more taxing. Shines Against the Dark, he was confident could handle herself, but to see a disembodied suit of armor walking around would distress anyone, moreso if they noticed the cables and wires dangling between the gaps in the armor...


Tyren Lourofesh wrote:

Tyren blinks awake for a few moments, groaning. He put a hand on the roughspun blanket that covered the straw of his bedding, only to find that there was no blanket, nor any straw. In fact, all there was to feel was cold stone. Rough, cold stone. Not good.

He gave a look around the area, worriedly, only to see another waking up at the same time as he. For whatever reason, his memory seemed blurry, though he suspected this man to be very familiar...Tyren looked around a moment, somewhat frantically, for his retinue. The two corpses, Captain Alexander, a long-dead Guard-Captain of Tyr whom had mastered the art of conjuring loyal guardsmen from the Grey, and Rentarl Arldernan, who had discovered a most interesting form of matter known as Temporal Ooze prior to his death. He'd had them thoroughly disguised before encasing them quite permanently in suits of Pseudopsionic armor, but if he was unconscious in an unfamiliar area...Who knew where they might be?

By the dead Gods, Tyren thought, What of A'Kyer? And Shines Against the Dark? His most prized companion, his psionic alter-ego A'Kyer was literally the focus upon which his power came from. It was a measure taken to ensure that he never allowed the dark powers of the Xxyth direct access to his powers, should he go too far and end up with his body in their possession. While he had a small reservoir to draw upon, it would be far more taxing. Shines Against the Dark, he was confident could handle herself, but to see a disembodied suit of armor walking around would distress anyone, moreso if they noticed the cables and wires dangling between the gaps in the armor...

Tyren Lourofesh:

You and Jin Ein Mok are currently in a nearby, but still separate, location from the rest of the party, so it would be ideal if you could put your replies in spoilers until we everyone convenes. The instructions regarding how to do this are in the 'How to format your text' spoiler at the bottom of the page.

As his awareness clears slightly, Tyren quickly realizes that his surroundings are not entirely without light. The dim luminescent glow of green and purple lichen reveal the broad outlines of a large cave. In its floor, a large, irregularly circular hole opens onto some other space with a greater light source.

Nearby him, another individual is also awakening, seemingly cast into the same predicament as Tyren.


Male Clockspeaker Bard 6/Clockstopper Gunislinger 6/Genius 3 (Gestalt Necrotech Necros 6)(Spellcaster Incanter 3)(Prestigious Necromant 1) | Vitality: 82/84 | Wounds: 36/36 | AC: 35 | TAC: 31 | FFAC: 28 | Fort: 16 | Refex: 19 | Will: 17 | CMD: 33
Resources:
22 Spell Points|2/3 Dancing Lights|0/1 Faerie Fire|1/1 Entangle|1/1 Glitterdust|1/1 Deep Slumber|1/1 Missive|14/27 Rounds Bardic Perform|4/10 Hypertoxins|7/9 Mythic Power|

Tyren:
Tyren frowns, looking around at his surroundings. That didn't make much sense. A naturally occurring cavern, with a single hole in the center? just a hole? If this was a naturally occurring cavern that they didn't want anyone to see, you wouldn't need a hole, but if this were a hidden entrance, there should be more openings. A teleportation chamber? Was he in a Cult prison? He shook his head. He didn't recall angering a Cult. Then...He didn't recall much of anything.

He looked around for any distinguishing marks or outcroppings or anything, really, that could suggest the function of this room.[roll=Perception]1d20+14[/roll]
Knowledge(Arcana) Taking 10 = 37
Knowledge(Religion) Taking 10 = 37
Knowledge(Psionics) Taking 10 = 37
Knowledge(Engineering) Taking 10 = 37
Knowledge(History) Taking 10 = 34
Knowledge(Nature) Taking 10 = 34
Knowledge(The Planes) Taking 10 = 34


Tyren Lourofesh wrote:
** spoiler omitted **

Tyren Lourofesh:

The chamber is not sealed -- three different openings, in addition to the gaping hole in the floor, lead out of the cavern. Two of these are stacked one atop the other. The area beyond each of these recesses is mostly hidden in darkness, though the same dim light illuminates a small portion of the caverns beyond.

Tyren Lourofesh wrote:


Knowledge(Arcana) Taking 10 = 37

The lichen appears to bear some species of enchantment, possibly a spell of preservation, illumination, or growth...

Tyren Lourofesh wrote:


Knowledge(Religion) Taking 10 = 37

Fungal gardens of this sort were used to prepare materials for the embalming of the dead and other mortuary rituals in this region of the Tablelands.

Tyren Lourofesh wrote:


Knowledge(Psionics) Taking 10 = 37

N/A

Tyren Lourofesh wrote:


Knowledge(Engineering) Taking 10 = 37

There appears to be some kind of contraption near the hole in the floor, a kind of robe ladder out of web-like material that can be extended, presumably, to a space below the cavern.

Tyren Lourofesh wrote:


Knowledge(History) Taking 10 = 34

Fungal gardens of this sort were used to prepare materials for the embalming of the dead and other mortuary rituals in this region of the Tablelands.

Tyren Lourofesh wrote:


Knowledge(Nature) Taking 10 = 34

These caverns are naturally-occurring fungal gardens that appear to have been intentionally cultivated.

Tyren Lourofesh wrote:


Knowledge(The Planes) Taking 10 = 34

N/A


Male Clockspeaker Bard 6/Clockstopper Gunislinger 6/Genius 3 (Gestalt Necrotech Necros 6)(Spellcaster Incanter 3)(Prestigious Necromant 1) | Vitality: 82/84 | Wounds: 36/36 | AC: 35 | TAC: 31 | FFAC: 28 | Fort: 16 | Refex: 19 | Will: 17 | CMD: 33
Resources:
22 Spell Points|2/3 Dancing Lights|0/1 Faerie Fire|1/1 Entangle|1/1 Glitterdust|1/1 Deep Slumber|1/1 Missive|14/27 Rounds Bardic Perform|4/10 Hypertoxins|7/9 Mythic Power|

Tyren Lourofesh:
Interesting. So it appears these were magically preserved gardens. That's fascinating, because magic requires life-force to begin with--One would need to be naturally cultivating more life-force outside than they're magically cultivating inside for this sort of thing to be sustainable. Then, he supposed that's why Athas looked as it did--Because they didn't.

Regardless, this signified that he was, indeed, within an ancient ruin. He was quite at home in such places, but right about now he was wishing for a different venue. Focusing the fey power he'd managed to siphon from a spirit within the Grey, Tyren brought lights floating into this world before peering into the topmost opening.

Once he was satisfied he wouldn't be accosted upon entering the room, Tyren unfasten his backpack, rummaging through with the two wooden, skeletal-looking limbs attached to it. To the casual observer, they were as if someone had carved a rendition of a human's arm-bones out of wood. A closer observer may have noted what appeared to be clear, glassteel piping going from one small stone reservoir to another. They interlaced the creation and, in addition, there could be sensed small psionic pathways, though they seemed inert other than their mere existence.

Finally, the two hands grabbed what they were looking for--A lute, made of wood and bone though cleverly crafted to appear as though it were constructed of millions of cogs. It was Tyren's masterpiece, and his most precious treasure. He strummed a few notes on it experimentally, tuned it a bit, then strummed a few chords to cover his casting of Rapid Response. Though it was likely no-one was watching, Tyren had no intent of risking that. Nor was he about to go wandering blindly into the unknown without some insurance.

However...He shook his head. He wasn't the only person in this cave, and the other hadn't yet stirred. He looked toward the yet-unmoving figure and walked back toward him, giving him a quick checkup to make sure he was still okay.

1 use of Dancing Lights as an SLA. 4 floating lanterns, 5 feet away from Tyren diagonally in each direction.
Perception Check: 1d20 + 14 ⇒ (12) + 14 = 26 - Checking for traps, checking for other living things.
Perform Check: 1d20 + 22 ⇒ (4) + 22 = 26 The check to beat to tell he's casting a spell.
Heal check: 1d20 + 11 ⇒ (15) + 11 = 26 To make sure he's okay.

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