Serinbaal the Lands of Torment ("Dark Sun" Homebrew Pathfinder 1e)

Game Master Sebecloki

Maps and Images:

Battlemaps:

Current Encounter Maps:

Plaza of Power: Sideview
Plaza of Power
Tarek Camp

The Lair of Kchac'Thraa the Inimitable: Overview

Shraagroom's Sporulation Chamber -- Battlemap: Round 6
The Lair of Kchac'Thraa the Inimitable: Shraagroom's Sporulation Chamber -- Battlemap: Round 4
The Lair of Kchac'Thraa the Inimitable: Shraagroom's Sporulation Chamber -- Battlemap: Round 3
The Lair of Kchac'Thraa the Inimitable: Shraagroom's Sporulation Chamber -- Battlemap
The Lair of Kchac'Thraa the Inimitable: Shraagroom's Sporulation Chamber -- Plain View

The Lair of Kchac'Thraa the Inimitable: The Door to Doom -- Battlemap

pngs/pdfs of battlemaps

PNG of Map w/ Tokens
PNG of Map w/out Tokens
The Lair of Kchac'Thraa the Inimitable - The Door to Doom pdf

Current Encounter Maps:

Myceloid Cavern
Earth Drake Layer: Overview
Earth Drake Layer w/our Grid
Earth Drake Layer w/ Grid

Hex Grid

The Ruins of Kalidnay
The Ruins of Kalidnay I: The Ceramic Desert and Outskirts of New Kalid
The Ruins of Kalidnay II: Elder Kalidnay and the Diamond Mines of Khnum-Khamunkhephres
The Ruins of Kalidnay III: The Iridescent Desert and Magma Lake

Setting Maps

The Free City of Tyr
The Ruins of Yaramuke
The City State of Raam

The World of Athas

World Map I
World Map II
World Map III

The Valley of Dust and Fire
The Tyr Region
The Tyr Region and the Valley of Dust and Fire

Some additional ideas from the 'Arena' discussion forums of Athas.org that I will be using for this fan-created expansion of the Dark Sun world map include ideas from the following threads:

East side of the Sea of Silt

Beyond the Tablelands

And here are some ideas I will be incorporating in some fashion if Spelljamming ever comes up:

Dark Sun Sphere

The Tablelands and Beyond

The Tablelands I
The Tablelands II
The Tablelands and Beyond I
The Tablelands and Beyond II

Giuestenal

The Ruins of Giustenal
New Giuestenal

Chapter One: The Howl of the Carrion King

Tyr Region

The Ruins of Kalidnay Overview

The Riese: Levels 1-2
The Riese -- Side Perspective

The Scarab Hold: The Fortress of the High Templar Ahmun-Ahnpur -- Overview
The Scarab Hold: The Fortress of the High Templar Ahmun-Ahnpur -- The Spires of Apep: The Central Keep

Destiny's Chariot -- Overview
Destiny's Chariot -- Detail

Trading Post of Kelmarane I
Trading Post of Kelmarane II

Battle Market of Kelmarane -- Ground Level
Battle Market of Kelmarane -- Second Level

Temple of Elemental Earth of Kelmarane

Guard Post I
Guard Post II

Sulfuric Baths of Kelmarane -- Overview
Sulfuric Baths of Kelmarane -- Detail

Guild Hall of Kelmarane

Mills


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

With the knowledge of Shraagroom's general state of emotions, Hamza steps from the shadows, and attempts to parley. "It's obvious to me that you are in quite the dire situation. Fortune or perhaps your Princess has delivered unto you a very possible solution in our timely arrival. We may indeed be able to rid you of this drake, or at the least, weaken it enough for you to swoop in for the kill. I wonder, what might you offer us in return for such aid? I realize your people could perhaps slay us, but I am willing to bet that the resulting battle would leave you in such a weakened state that Thunderclap could finish you off. You offered us some supposed elven relics, and while I am sure that is good enough for my elf allies, what can you offer the rest of us? If we can strike a bargain beneficial to all, I believe we might be able to take care of your drake problem."

Hamza has Skill God(Diplomacy) so he's treated as having rolled a 20 on diplomacy. Gonna spend a mythic point to roll my surge die 1d6 ⇒ 4 20+4+21 = 45 diplomacy


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 tilted his head to Amunet-Ra, particularly pleased by the results of the negotiations before him. It seemed, now, that he had sworn an oath with an especially capable group of people.


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 falls silent for the moment, listening carefully and thinking deeply on what was going on here.

It feels weird to keep his thread of the conversation up when there's so much else being debated. Also I don't have time to think of something clever this morning.


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;

Even though mention of her people's treasures are part of her reason for being there, those with more skill talking seem to be resistant to it, and for good reason she would suppose. She has nothing to add, but keeps prepared for anything, since someone who brags about being easily able to defeat them may be planning a trick

Im going to take my time to pay attention to the surroundings, just to make sure nothing fishy happens.


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)
Sebecloki wrote:

"The lifeshaped artifacts did not turn against us! You have been listening to my words but not hearing them, foolish human! The drake seized their salubrious powers from us. It possesses an artifact that nullifies my arcane powers."

** spoiler omitted **

Very well. Your words left a lot of possibilities open and your dire state left me believing you had possibly erred in a worse way, and not wanted to let on. But, what of my associate’s question? What do you offer to us if we spend our ample energies aiding you?


Rokan the Ascetic wrote:
Sebecloki wrote:

"The lifeshaped artifacts did not turn against us! You have been listening to my words but not hearing them, foolish human! The drake seized their salubrious powers from us. It possesses an artifact that nullifies my arcane powers."

** spoiler omitted **

Very well. Your words left a lot of possibilities open and your dire state left me believing you had possibly erred in a worse way, and not wanted to let on. But, what of my associate’s question? What do you offer to us if we spend our ample energies aiding you?

Detect Psionics works in 3 Rounds. I'm updating for Round 2 now.

Rokan the Ascetic: Detect Psionics:

There are at least two strong loci of psionic ability within the cavern. One is a large myceloid, presumably Shraagroom, standing near the rift in the chamber's upper most rocky 'tier'. The second is from deep within that rift.


Hamza Mīnakshi wrote:

With the knowledge of Shraagroom's general state of emotions, Hamza steps from the shadows, and attempts to parley. "It's obvious to me that you are in quite the dire situation. Fortune or perhaps your Princess has delivered unto you a very possible solution in our timely arrival. We may indeed be able to rid you of this drake, or at the least, weaken it enough for you to swoop in for the kill. I wonder, what might you offer us in return for such aid? I realize your people could perhaps slay us, but I am willing to bet that the resulting battle would leave you in such a weakened state that Thunderclap could finish you off. You offered us some supposed elven relics, and while I am sure that is good enough for my elf allies, what can you offer the rest of us? If we can strike a bargain beneficial to all, I believe we might be able to take care of your drake problem."

Hamza has Skill God(Diplomacy) so he's treated as having rolled a 20 on diplomacy. Gonna spend a mythic point to roll my surge die 1d6 20+4+21 = 45 diplomacy

For a moment, there is no reply, and it seems as if Hamza's provocative response might have turned the mysterious trader's interlocutor's against him.

Then, as if in time to some phantom cue, a loud, clear voice, brimming with menace, rises from the yawning rift around which the myceloids are gathered.

"I believe that something may be... arranged."

The entire Company of the Broken Tablet looks on in awe and terror as a dark shape rises slowly from the rift to hover in the air above the myceloids. The entity bears the shape of a kreen, but it is as if one of the famous mantis-men of Athas were made of shadow and darkness. The creature exudes a caustic halo of acrid smoke that appears to steam from its charred form, but, strangely, the creature appears to somehow burn unceasingly without being consumed by the odoriferous black flame.

The terrible apparition speaks again in a loud voice that seems to grow in both pitch and volume with each successive syllable,

"And what, pray tell, might be a suitable inducement for your company to dispatch the interloper?"

Does anyone have any sort of detect magic abilities?

Is Hamza susceptible to detect evil?


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

I haven't fully updated his alias yet, but he has an always active Undetectable Alignment effect whenever he chooses and is conscious.

Hamza bows respectfully at the powerful shadow entity "Well, for starters, some more information about our target would be most helpful. Forewarned is forearmed after all."


Female Half-Elf Alchemist (Eldritch Poisoner) 6 | Warder 6 | Guild Poisoner 2

Status:
Effects:
Aura of Divine Favor: +2 luck to attack/damage
Aura of the Moon: +2 to Fort saves, +4 temp HP/turn
Mutagen: +2 natural armor, +4 Dex, -2 Wis
Wounds: 54/54
Vitality: 157/157 (+4)

Stamina: 14/14
Action Points: 8
Mythic Power: 7/7 (uses Surge, Absorb Blow, Retributive Reach AoO boost, HO Mythic Lunge reach extension)

Extracts prepared:
1st: CLW, Enlarge Person, Ant Haul, Disguise Self, Long Arm, Heightened Awareness
2nd: Animal Aspect x2, Invisibility x2, Blood Transcription
Arcanotoxin: 2/12
Mutagen: Used (Duration 1/60m)

Maneuvers readied:
1st: Dizzying Venom Prana
2nd: Weakening Venom Prana, Iron Fang
3rd: Sickening Venom Strike, Tortoise Defense
Stance: Poisoner's Stance
Piercing Thunder Style: Inactive

Armiger's Mark: 0/11
Extended Defense: 0/1

Skill Tricks (per-encounter):
Extreme Leap: 0/1
Leaping Climber: 1/1
Wall Jumper: 1/1
Collector of Stories: 0/1

Far Hand wild talent: 0/2
Cold Vengeance rage power: 0/1
Disproportionate Retribution counterstrike: 0/1
Discern Kith slaver-hunting thing: 0/1

Fortune Hex reroll: 0/1

"Hmmm."

Jin regards this latest development with a carefully blank expression. Only a moment's frazzled glance at the others betrays her discomfort.

Oh, they could not be more sinister if they tried. How many more screaming red flags do they need to wave in front of us before we nod, smile, tell them we'll do everything they want, then slit their throats once they've turned their backs?

Rather than engage with this new and horrible being, she leaves the others to continue negotiating and begins idly examining Amunet-Ra's branched spear- testing the edge on her fingertip, feeling where the blade meets the shaft, comparing its length and design with her own. An instant of clumsiness, and it's momentarily knocked into the elf's line of vision...where the characteristic light green of a thin coating of elf poison is momentarily visible, before it dries into a gloss imperceptible against the weapon's obsidian edge. What could she be playing at? She introduced herself as a master alchemist, and she must know that standard elf poison won't work on a mushroom-creature...

...but standard elf poison doesn't swiftly dry into a gloss, either, and she alluded to experiments with a poison that would work on zombies earlier. Perhaps she's overcome that limitation?

OOC:
Applying Arcanotoxin and elf/drow poison to Amunet-Ra's elven branched spear, using Sleight of Hand: 1d20 + 22 ⇒ (11) + 22 = 33 to conceal it from onlookers. I'm not deliberately revealing it to Amunet-Ra so much as that she has enough of a Perception score to notice it no matter how well I roll.

The elf/drow poison bypasses the poison immunity of plants, will remain on the weapon for three strikes rather than one, and is DC 22 rather than the base DC 13 of drow poison.

The arcanotoxin likewise bypasses plant poison immunity and lasts for three strikes. Type: Injury. Save DC 32. Frequency: 1/round for 4 rounds. Effect: 1 Str, 1 Dex, and sickened, doubling to 2 Str and Dex per round the 3rd and subsequent rounds. Cure 2 saves.


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 |

OOC to Jin:

Thanks for the poison i guess, but that has one problem. The spear is carried via the possessed hand feat in an extradimensional space. You could try to deliver it to the sword, which is hidden under her robes. Or the shuriken, which are in a kind of a purse. I'll roleplay that out :D might be worth to take adder strike or something later on.

Amunet-Ra listens to the banter going back and forth, her ears twitching at the mention of elvish artifacts, but she shows no outward signs betraying that she would want those.

When Jin begins to finger her robes behind their backs, she shifts uncomfortably for a moment, but let's it happen. After all, they just swore an oath and even if that would be the completely wrong time, the half-elf wasn't that ugly. Actually better way looking than average. Perhaps she wanted to earn her favor? She had to concentrate on the shadow kreen though, everything else could come later.

As the shadow kreen appeared, she took a step back, swallowing hard.
This seemed like a nightmare come alive, like from the inscriptions on the kreen altars where countless elves lost their lives.
She looked over to Ri'Kli'Klek for an reaction.

You....you are...or were...a kreen? Are you the one we were talking to the whole time? Are the mushrooms your servants? And...did you live since the time of the red god?


I'm just going to clarify this because it's hard to communicate it in -game in a fashion that is unambiguous. Keep player knowledge separate from character knowledge for what I'm writing here. The kreen is a Dread Wraith (i.e., is incorporeal) defiler/templar of the Red God that exists as a phantom of the myceloid spirtualist, which is the occult 'buddy class'. The myceloid summoned the kreen, but the latter has the upper hand in their relationship. Like other Defilers, it has a toxic aura. The myceloid and tend to speak with one voice since it is communicating telepathically with the mushroom man to say certain things. The myceloid experiences the kreen phantom as something like an alter ego or imaginary friend, and doesn't think of it necessarily as a completely separate entity, but as a part of its own consciousness and personality.

"In a distant age, this mind lived as one of the six legged mantis men of Athas. It has traveled far and become many things. Zak'chul the Lord of Change, who was later known by many other appellations including that of the 'Red God', was, at that time, the master of Kchac'Thraa, which was the name by which I served as a Templar of the Great One. When it came to pass that his endless war was lost, and was made to sleep beneath the ivory plinth in the heart of the Crimson Savannah, then I, and many others among his servants, adopted a different course of action."

"I have come to live by and with the company of those birthed by the powers of the Great One's grotto. In the ancient days, the rituals of the Great One were prepared in these caverns. The ancient powers of the lifeshapers were turned to the pursuit of the Great One's endless war against those who ended the tranquility of the Blue Age. For ages I kept company with the children of our gardens, and was at peace."

"In recent days, my bower was inhospitably assaulted by the earth drake, and was driven from my home, and that of these children of the grotto"

"Your hearts are hungry, strangers, and seek different tastes. But I can offer the satisfaction of many desires should you cleanse the grotto of the intruder, and return Kchac'Thraa and his children to their home."


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's gaze snaps to the ghostly kreen.

"Could it be thy influence that made the voice of this one familiar to me?"

Does he recognize the name Kchac'Thraa?


Ri'Kli'Klek wrote:

Ri'Kli'Klek's gaze snaps to the ghostly kreen.

"Could it be thy influence that made the voice of this one familiar to me?"

Does he recognize the name Kchac'Thraa?

I'm not sure about the mechanics here. Why don't you do the memory check rule we've been using and try to make a roll under your Intelligence score on a d20 to see if you remember him. I will roll for you."

1d20 ⇒ 18


Sebecloki wrote:
Ri'Kli'Klek wrote:

Ri'Kli'Klek's gaze snaps to the ghostly kreen.

"Could it be thy influence that made the voice of this one familiar to me?"

Does he recognize the name Kchac'Thraa?

I'm not sure about the mechanics here. Why don't you do the memory check rule we've been using and try to make a roll under your Intelligence score on a d20 to see if you remember him. I will roll for you."

1d20

Ok, you failed, maybe someone else can help you with their psionic abilities? Maybe you can try a relevant Knowledge Check?

The shadowy kreen suddenly focuses its attention on Ri'Kli'Klek.

"And why would my name be familiar to you kreen? Did you also live in the time of the Lord of Change?"


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

Cae listens patiently, humming along with Tyren's playing, giving an appreciative nod to the lute player.

But when the shadow-kreen shows up, his ancestors' spirits begin screaming at him and his eyes glaze over in a silver sheen.

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

Kn: Arcana: Earth Drake: 1d20 + 23 ⇒ (3) + 23 = 26

Sebecloki wrote:
Does anyone have any sort of detect magic abilities?

Aye...

Divining(1-round):

Divine: You may divine to gain information. Divining always has a duration of concentration, but you must spend a full-round action concentrating (you can take no other action, not even walking); you are flat-footed while divining. When you divine, you detect the strength and location of all magical auras within Medium range. You do not know the exact caster level of an item or spell, but you may sense the aura’s general strength according to the chart below: Link. To determine the spell school or sphere of the effect, you must pass a Knowledge (arcana) check with a DC equal to 15 + 1/2 the caster level.

Cae can also Divine Telekinesis:

You may divine the presence or absence of creatures with the incorporeal subtype. For the purpose of this ability, creatures such as unseen servant and other similar creatures of force are considered to have the incorporeal subtype. This ability will not not reveal the general location or direction in which the incorporeal creatures are, it will however give you knowledge of the incorporeal creature’s aura.

Kn: Arcana: Divine Magic: 1d20 + 23 ⇒ (12) + 23 = 35


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

"I did," Ri'Kli'Klek answers, warily. "I was but a lowly warrior in his great armies. I have slept since that time in waiting, only to awaken and find a world much changed. And thee? Thou hast been awake these many years?"


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

Hamza restates his question "Kchac'Thraa, what can you tell us that could be of advantage in our battle versus Thunderclap?"


Cae Leonidas wrote:

Cae listens patiently, humming along with Tyren's playing, giving an appreciative nod to the lute player.

But when the shadow-kreen shows up, his ancestors' spirits begin screaming at him and his eyes glaze over in a silver sheen.

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

[dice=Kn: Arcana: Earth Drake]1d20+23

Sebecloki wrote:
Does anyone have any sort of detect magic abilities?

Aye...

** spoiler omitted **

[dice=Kn: Arcana: Divine Magic]1d20+23

Cae Leonidas: Knowledge (Arcana: Divine Magic):

The kreen wraith that has just identified itself as 'Kchac'Thraa' is a Defiler.

Quote:

Defilers absorb every bit of life energy they can hold, with the result that the land they tap into is leeched and left barren of nutrients, incapable of supporting plant life. Plants in the defiled area die and turn to ash when the life spark is removed.Unlike with natural death, however, the decaying process occurs in an instant, and nothing remains within the dead ash to continue the life cycle—plants killed by defiling magic return nothing to the soil and don’t revert to life-giving fertilizer when they die. Defilers, therefore, are vampiric, stealing life energy not only because they need it to utilize magic, but for the rush of power it gives them. Basically, defiler stake the quick and easy road to power, caring little that they leave devastation in their wake.


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Cae Leonidas wrote:

Cae listens patiently, humming along with Tyren's playing, giving an appreciative nod to the lute player.

But when the shadow-kreen shows up, his ancestors' spirits begin screaming at him and his eyes glaze over in a silver sheen.

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

[dice=Kn: Arcana: Earth Drake]1d20+23

Sebecloki wrote:
Does anyone have any sort of detect magic abilities?

Aye...

** spoiler omitted **

[dice=Kn: Arcana: Divine Magic]1d20+23

Knowledge (Arcana: Earth Drake):

A drake is a draconic creature from an elemental or quasi-elemental plane. Most drakes are flightless, and while they are sentient, drakes are not much smarter than other animals. Drakes can live for very long periods of time; they approach maturity at about 20 years of age and can live anywhere from 1,000 – 1,500 years.

Drakes are gargantuan, reptilian beasts that trace their heritage back to the elemental planes. Now dwelling on Athas, they have come to view their adoptive home as their personal hunting grounds. Cunning and ferocious and sporting powerful psionic abilities, the drakes are considered by many on Athas to be second only to the Dragon in power. The first drakes were not natives of Athas and used tremendous psionic powers to travel from their home elemental planes to Athas, where they found a world much to their liking. Many generations of drakes have been born on Athas since that time.

Striking at their foes with claws, a savage bite and a sweeping tail attack, drakes share many combat techniques with draconic creatures of other worlds. Drakes are large enough to swallow some opponents whole and will use this attack option in preference to all others if the target is of a suitable size. All drakes enhance their physical prowess with psionic powers, and those of the four classic elements (air, earth, fire and water) are also capable of launching elemental attacks against their targets.

Despite their power, drakes are nevertheless accorded an almost legendary status by most Athasians. Few people believe they really exist. Even fewer have ever seen one, and very few of those have lived to tell about the experience. This is not least because drakes prey largely on humans and humanoids (although they will eat inix and mekillots when available and erdlu if necessary). Drakes prefer the taste of carnivore flesh over any other type of meat.

Other elementals look down on drakes as deserters or creatures who abandoned the pure elements for this lesser plane and encounters between drakes and other elemental beings are always tense, often unpleasant, and sometimes violent. It is almost unheard of for drakes to return to their native planes and most, in fact, have never been there, being the descendants of drakes who immigrated to the prime material plane centuries ago. Only the oldest of Athas' drakes still recall the days when they forsook the elements for the world of the dark sun.

A drake's hide can fetch an enormous price on the trading market but can also result in a death penalty as the hides, teeth, claws, and blood are of such value thatsome sorcerer-kings forbid their sale. They have instructed their templars to confiscate any such items that appear in the market in the name of their sorcerer-king. Elves, of course, defy these edicts at every turn, and make a fair profit selling drake materials while just one step ahead of their templar pursuers.

Drake hide makes outstanding armor, the teeth and claws make excellent weapons and the blood of the beast is also valuable as it is used in certain alchemical solutions. Beyond these truly useful items, folklore holds that just about any portion of a drake's carcass holds a great deal of magical luck, a belief that is often relied upon by disreputable elven hawkers who push a variety of lucky tokens, allegedly fashioned from drake parts.

Drakes mate when the urge strikes them and swiftly separate after pairing. No more than two eggs are laid, hatching after six months, and the resulting drakelings are almost always hungry and need constant care. Young drakes grow from two to twenty feet in the first year, then five feet each year thereafter until they reach full size for their species.

Drakes are mysterious creatures. Few people believe they really exist. Even fewer have ever seen one, and very few of those have lived to tell about the experience. Hunting drakes is a challenge for the foolhardy or suicidal in Athasian society. However, on rare occasions drakes do succumb to old age or illness and pass on. No one knows how long a drake lives, and few of them have ever been killed.

A drake’s habitat is dictated by his home elemental plane. Earth drakes, for instance, can find a home virtually anywhere on Athas, but prefer rocky areas and mountains to the open sands. Air drakes, as well, know few limitations, and can ride the winds from the Ringing Mountains to the Sea of Silt and beyond ~ their lairs are usually high in the mountains. Fire drakes can live in the arid sands, but are always on the lookout for volcanoes or hot springs — they’ll even set a forest on fire to bask in the comfort of the flames for a time. Water drakes are the most limited on Athas, preferring ponds and other bodies of water to make their homes.

The drake’s actual lair is never actually an open space — there are few open spaces back on their home planes. Drakes are more comfortable when surrounded, literally, with their home element. An earth drake, for instance, does not live in a vast cavern, as one might think, but instead in a very cramped, tight space in which he barely fits — and he’s right at home. Consequently, drake lairs are more difficult to penetrate than the lairs of other large creatures.

Several of those who have seen drakes have mistaken them for the dragon itself. Rumors about multiple dragons are rampant through Athas — that there may be several true dragons — but these are usually dismissed. Several so-called additional dragon sightings have been discovered to be drake sightings instead.

Other natives of the drake’s elemental plane tend to look down on them as deserters or creatures who abandoned the pure elements for this lesser plane. Encounters between drakes and other elemental beings are always tense, often unpleasant, and sometimes violent. Drakes never return to their native planes. Most, in fact, have never been there, being the descendants of drakes who immigrated to the prime material plane centuries ago. Elementals and drakes from the same plane almost always come to blows when they meet on the prime material plane. Oddly, contact between elemental beings from different planes is perfectly normal with none of the aforementioned animosity.

At their highest levels, psionicists can become powerful beast masters, and among their favorite psionic beasts are drakes. Details on this relationship are presented in the Dragon Kings hardbound.

An earth drake is native to the Elemental plane of Earth. Earth drakes seem to be made completely of stone and earth, with occasional bits of gemstones and ore. They are masters of controlling earth and can cause catastrophic tremors.

Earth drakes are the largest, most physically powerful of the drakes. Their massive bodies and extremely rough hide often made them look like large outcroppings of rock. Earth drakes love a good fight. They will often dig in along major trade routes in the hope that they will find someone that can challenge them.

Earth drakes prefer rocky areas and mountains to the open sands. When selecting a lair, an earth drake will usually choose a cavern or cave that is almost too small for the creature. It then spends its time closed in on all sides by rock and earth, something that the creature finds very much to its liking. Whether they dig into the bedrock beneath the sands of the Athasian desert or into a hillside, earth drakes always cover the front of their habitat with loose dirt, creating a collapsible front entrance which the earth drake uses to defend its lair. Earth drakes especially dislike any type of permanent buildings and think nothing of traveling many miles in order to destroy man-made settlements.

Covered with thousands of small, spiny scales, an earth drake has massive limbs designed for digging through solid stone. It has a short tail, which forces it to walk with a swaggering gait, and a wedge-shaped head. Scales protect the drake's ears and a double eyelid prevents the creature from being blinded when burrowing.

The earth drake appears quieter than other types of drakes. They have a large variety of hobbies and are always aware of what is going on around them. They are extremely good leaders and will not have any trouble getting people on their side when they come up with a new idea.

They are very smart in financial situations and will be able to gather considerable wealth. They are very good organizers although they can sometimes be a bit fussy. They will always have a large circle of friends.

The earth drake is a proud and lively person with a never ending supply of self confidence. They are highly intellectual and are always very quick to take advantage of any chance. They are determined and strong-minded to do well in anything they attempt, which usually comes naturally to them. They are somewhat of a perfectionist and will always try to maintain high standards that they set for themselves.

Earth drakes tend to take things very personal. The earth drake will be extremely quick to criticize anybody that tries to make a fool out of them. They can sometimes be seen as blunt and straight to the point and are certainly not diplomatic or sensitive. They can be quite gullible and will often believe what people tell them. The dearth drake does not take insult lightly, if they feel they have been insulted or hurt then it will take a long time for them to learn to trust you again as they do not forget things easily.

The drake is usually extremely outgoing and is great at attracting publicity and attention. Earth drakes enjoy being the center of attention and will cope well with problems should they be faced with them. The earth drake can be portrayed as a bit of a showman that rarely lacks an audience.

Their views are very highly valued as they will usually have something interesting to say. They are very energetic and are often prepared to work long and unsociable hours in order to achieve what they desire. They can sometimes be quite impulsive and do not always consider the consequences that may follow. They have a tendency to live for the moment which again can have consequences that they do not think of. They hate to be kept waiting and become very impatient over the smallest of delays. The earth drake holds much faith in their abilities, this can sometimes make them a bit over confident which can sometimes lead them to make bad judgements, this can be a big problem at times but the earth drake has the ability to bounce back and pick up the pieces again.


Hamza Mīnakshi wrote:
Hamza restates his question "Kchac'Thraa, what can you tell us that could be of advantage in our battle versus Thunderclap?"

"The drake sometimes appears in human form, and possesses great psionic abilities. It has the power to extinguish the effect of arcane magic within its vicinity -- none of your number that are accustomed to drawing on the powers of the earth, the sun, the moon, the black, the gray, the storm, defiling, or preserving will be able to work their enchantments in its presence."


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

Hamza nods as Kchac'Thraa explains their foes capabilities "I do not believe most of us rely on such powers. Now, you're obviously an incredibly ancient being, and usually those types tend to amass both vast wealth and power. As you're the one who is great need for our services, what are you willing to offer us to carry out this task?"

Seb, would Kchac'Thraa be considered a separate entity from Shraagroom for the purposes of a diplomacy check? If so, Hamza will make a 'check' for a 41


Hamza Mīnakshi wrote:

Hamza nods as Kchac'Thraa explains their foes capabilities "I do not believe most of us rely on such powers. Now, you're obviously an incredibly ancient being, and usually those types tend to amass both vast wealth and power. As you're the one who is great need for our services, what are you willing to offer us to carry out this task?"

Seb, would Kchac'Thraa be considered a separate entity from Shraagroom for the purposes of a diplomacy check? If so, Hamza will make a 'check' for a 41

He can be separate -- they're working together, so I'm not sure it really matters that much.

"What is your desire?"

"I have knowledge of the ancient secrets of the lifeshapers that turned to the whispers of the Stoneburners and uncovered even greater evolutions than the servants of the Glassmakers. They have been slandered with the name 'naturebenders' by those who do not understand the sublime beauty of a being that has become a perfectly formed killer, the apex predator of its age."


Female Half-Elf Alchemist (Eldritch Poisoner) 6 | Warder 6 | Guild Poisoner 2

Status:
Effects:
Aura of Divine Favor: +2 luck to attack/damage
Aura of the Moon: +2 to Fort saves, +4 temp HP/turn
Mutagen: +2 natural armor, +4 Dex, -2 Wis
Long Arm: +5' melee reach
Wounds: 54/54
Vitality: 157/157 (+4)
Stamina: 14/14
Action Points: 8
Mythic Power: 7/7 (uses Surge, Absorb Blow, Retributive Reach AoO boost, HO Mythic Lunge reach extension)

Extracts prepared:
1st: CLW, Enlarge Person, Ant Haul, Disguise Self, Heightened Awareness
2nd: Animal Aspect x2, Invisibility x2, Blood Transcription
Arcanotoxin: 5/12
Mutagen: Used (Duration 3/60m)

Maneuvers readied:
1st: Dizzying Venom Prana
2nd: Weakening Venom Prana, Iron Fang
3rd: Sickening Venom Strike, Tortoise Defense
Stance: Poisoner's Stance
Piercing Thunder Style: Inactive

Armiger's Mark: 0/11
Extended Defense: 0/1

Skill Tricks (per-encounter):
Extreme Leap: 0/1
Leaping Climber: 1/1
Wall Jumper: 1/1
Collector of Stories: 0/1

Far Hand wild talent: 0/2
Cold Vengeance rage power: 0/1
Disproportionate Retribution counterstrike: 0/1
Discern Kith slaver-hunting thing: 0/1

Fortune Hex reroll: 0/1

Jin seems possessed by nervous energy, unnerved by the appearance of this shadowy apparition. She paces from spot to spot, drinks a little something to fortify herself, fiddles distractedly with a bit of string and then, briefly, Hamza's chained kama.

There's not much call for subtly poisoning someone else's weapon, but it actually is something she's practiced: mostly, to frame others as a poisoner, to draw suspicion away from herself or, once, to invalidate the results of a high-stakes gladiatorial match. A single, innocent-seeming brush, and both of the kama readily take on the poisonous gloss.

Then, she rounds on Rokan, speaking low but not too low to be overheard.

"Come, now- what's the matter with you? That expression... it's unlike you. This being is not so terrible as to unman you, is it?"

Jin clasps the man's hand reassuringly...and in that instant, passes on a nasty little gift. A vakulak or 'bard's rope', a length of rough, nearly flesh-colored twine just long enough to be wrapped twice around the knuckles of one hand- designed to open small cuts with the impact of a punch, just enough to admit the poison that Rokan can feel the thing is soaked with.

ooc:
Drinking potion of Long Arm. Subtly poisoning Hamza's weapon. And there's nothing in the rules that says you can't poison a bludgeoning weapon, or a natural weapon: the 'bard's rope' is a narrative device to justify that. Also poisoning Rokan's unarmed strike and my own. Sleight of Hand: 1d20 + 22 ⇒ (9) + 22 = 31 Sleight of Hand: 1d20 + 22 ⇒ (15) + 22 = 37Sleight of Hand: 1d20 + 22 ⇒ (4) + 22 = 26


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 looked over to Amunet-Ra with a somewhat meaningful look. He already knew that Tyren was a magic-wielder himself--Although, I doubt truly I'll be terribly afflicted--It's my poisons that are the true danger. Without his magic, magic drawn from the Grey, he'd be robbed of one tool out of many.
On the other hand, this being before us is very much susceptible to my magic. "Never has my previous occupation seemed so suddenly pertinent to our situation." Tyren gave a dire look around at the situation, as though drinking it all in.

In reality, it's a coded message, basically saying 'I am very prepared for this. I might not be so prepared later.'

Bluff(Well, Perform, really) for coded message: 1d20 + 22 ⇒ (3) + 22 = 25


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 nods to Jin, getting a look on his face that instead says it appears this is simply going to happen. He's not used to be touched so directly, outside of combat at least. He does not hate it, for a change.

He holds her gaze for only a moment before looking intently at his hands, as something soaks in.

Then, hearing Tyren he nods again to confirm reception of the message. Yes, everybody is starting to settle on an inevitable conclusion. We'd better get good, usable information in return....

Rokan waits to see if Hamza accepts their offer of lifeshaper secrets or pries deeper to determine whether this is what they should want, or whether the myceloid is offering somethign real. He expands his psionic empathy to the newly arrived entity...

Sense motive, Shraagroom, empathy: 1d20 + 13 + 2 ⇒ (6) + 13 + 2 = 21
Sense motive, Kchac'Thraa, empathy: 1d20 + 13 + 2 ⇒ (15) + 13 + 2 = 30


1d20 ⇒ 1
1d20 ⇒ 11
1d20 ⇒ 4

1d20 ⇒ 15


Rokan the Ascetic wrote:

Rokan nods to Jin, getting a look on his face that instead says it appears this is simply going to happen. He's not used to be touched so directly, outside of combat at least. He does not hate it, for a change.

He holds her gaze for only a moment before looking intently at his hands, as something soaks in.

Then, hearing Tyren he nods again to confirm reception of the message. Yes, everybody is starting to settle on an inevitable conclusion. We'd better get good, usable information in return....

Rokan waits to see if Hamza accepts their offer of lifeshaper secrets or pries deeper to determine whether this is what they should want, or whether the myceloid is offering somethign real. He expands his psionic empathy to the newly arrived entity...

[dice=Sense motive, Shraagroom, empathy]1d20+13+2
[dice=Sense motive, Kchac'Thraa, empathy]1d20+13+2

Rokan the Ascetic: Sense Motive (Empathy):

Shraagroom is apparently delighted and at ease that the kreen wraith has appeared to seemingly resolve the situation to its satisfaction, and has desisted in its frustration with the fungal humanoid.

Kchac'Thraa is extremely arrogant and believes it is getting the upper hand, which is a situation it is used to enjoying.

Rokan has the strong sense both intend to turn on the Company of the Broken Tablet if a favorable situation presents itself, but they are currently both enthusiastic about using the psion and his friends to rid themselves of this troublesome earth drake.


The druid almost whispers,

"This kreen phantom is a creature of great power and malevolence. I am uneasy in its presence."


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 directs a quick mental communication to the one who's continued the talking to them, of late.

Missive to hamza:
They will discard us when advantageous. We tread carefully.


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

Cae's body stiffens and a low growl emanates from him as he opens his mind to his ancestors' memories.

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

Using Vision to seek information on Kchac'Thraa, especially how to defeat it.

Vision:
Once a day, a haunted one can use Vision as a spell-like ability (Caster Level equals the haunted one’s HD). Every 5 HD possessed by the haunted one grants an additional daily use of this ability. This spell functions like legend lore, except that it works more quickly and produces some strain on you. You pose a question about some person, place, or object, then cast the spell. If the person or object is at hand or if you are in the place in question, you receive a vision about it by succeeding on a caster level check (1d20 + 1 per caster level; maximum +25) against DC 20. If only detailed information on the person, place, or object is known, the DC is 25, and the information gained is incomplete. If only rumors are known, the DC is 30, and the information gained is vague. After this spell is complete, you are fatigued.

Caster Check: 1d20 + 6 ⇒ (5) + 6 = 11
Fortune Hex Re-roll:
Caster Check: 1d20 + 6 ⇒ (20) + 6 = 26


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

"Such secrets of ancient power often come with a price, or a bond to a higher being. Know that if we accept your offer, it is to be with no such strings attached. We slay Thunderclap, and in exchange you impart some of your secrets, and our elven allies claim their people's relics."

1d20 + 18 ⇒ (18) + 18 = 36 Sense Motive on Kchac'Thraa. With this high of result, would Hamza be able to tell if it would be advantageous to reveal his evil alignment?

You guys can feel free to offer suggestion in or out of game for this bargaining. I don't want to fully steal the spotlight here.


Cae Leonidas wrote:

Cae's body stiffens and a low growl emanates from him as he opens his mind to his ancestors' memories.

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

Using Vision to seek information on Kchac'Thraa, especially how to defeat it.

** spoiler omitted **

[dice=Caster Check]1d20+6
Fortune Hex Re-roll:
[dice=Caster Check]1d20+6

Cae Leonidas: Vision:

Kchac'Thraa is a thri-kreen dread wraith sovereign defiler, and is thus potentially susceptible to sun light, though not fatally so. The creature could potentially be defeated by powers that are capable of commanding or banishing the undead.

Quote:

Ghost salt and holy weapon balm: Those seem much better for ranged attackers than melee. Using a standard to get 1 ghost touch attack is meh, but firing 10 ghost touch projectiles seems good enough. That will be excellent on our cleric-archer, she attacks a lot with her bow.

Channel positive Yes, our cleric channels positive, but her archetype makes it weaker unfortunately. We actually looked for the rule to see if it would deal full damage, and we tought it was half. Know that we know that would have been full, that might have changed the battle tough.

Magic Weapon Yes, the Bloodrager, Shield fighter, rogue all have magic weapons. The Bloodrager did like 50 (100) damage on the Dread Wraith fight, but received 1 too much hit when trying to withdraw after he saw his constitution plummet. ( He was hit 3 times for 7 con drain, he had 22 con while raging. He died after the rage went out.)

Rants x2
Well, that's pretty much just opinions you've said, nothing to add. Only that I'm expecting more of those because the DM rolls on slumbering tsar's random encounter table, and he gave us a hint that there is a lot of those in the desert, where we need to be for a while. He offered to cancel the results of the fight, because he felt, like you , that it was unfair. It's gonna be decided by the party after the holidays. (The guy who died is fine with it, so we will likely keep going.)

Stalwart Resolve
Would be really good, but since the wraiths do a drain effect it would not apply ?

Magic Circle against Evil
A great find. I completely forgot I can cast that on the whole party at once. This is a great spell.

Shield, Magic Armor, Death Ward
By the time I would have cast that on the frontline, the battle would be finished. Those battles end so fast. In 3 rounds it did 3d8 (21) con dmg to the barb and 4d8 (16) con dmg to the fighter. I don't have enough time to cast those. Maybe if the cleric is casting death ward first, then it's only HP dmg, and we get much more time ?

Ghostbane Dirge
This one I'm not sure to understand. So the difference would be:
1: No difference for attacks
2: Spells don't get the 50% miss chance anymore ?

Quote:

Quote Originally Posted by unbutu View Post
Ghost salt and holy weapon balm: Those seem much better for ranged attackers than melee. Using a standard to get 1 ghost touch attack is meh, but firing 10 ghost touch projectiles seems good enough. That will be excellent on our cleric-archer, she attacks a lot with her bow.
Yeah, blanches and similar things in PF are incredibly bias towards archers; one greatsword = one dagger = ten arrows. I usually play archers, but my alchemist wants to make these for the rest of the party in our home game and not have the melee feel like they're being discriminated against.

One way around it(and my party are currently having trouble with ghosts, so I'll suggest this to my own group), is that you can use arrows or crossbow bolts as poor improvised daggers (-4 to hit, 1D4, only crits for /x2 on a 20), but ten "disposable" daggers for melee is at least another option, if only getting one application for a melee weapon stings too much.

A funny rule with the Ranged Tactics Toolbox coming out now, is with the Spear Sling, meaning you can technically treat spears as ammo now, possibly in regard to blanches/enchantments(wonky rules are wonky), but as both a player and a GM, this veers into "ripping my hair out" territory, and I wouldn't seriously suggest or recommend it.

Speaking of your cleric-archer, Raining Arrows are extremely good for undead, though for incorporeal you might need some dirty tricks; apply ghost-salt/holy balm to the arrows so they can actually hit, then you've got arrows which deal damage as a normal arrow(that link there is ambiguous, but the reprinting in the Alchemy Manual is much more well worded, as it specifies dealing damage as normal arrow, plus the holy water), on top of a direct-hit holy water(as part of rapid shot/iteratives, too), as well as either ghost-salt or holy-balm(or both; there's no ruling that says you can't!) for extra damage to help with hitting.

An arrow that deals normal damage(so things like Deadly Aim and Point Blank Shot apply), + 2D4(and splashes) as holy water, plus +2D4 and a possible +1D4 the next round from Holy Balm, topped off with Ghost Salt to confirm they'll hit, all at a -2 penalty to hit and 53 GP a shot. Do note that Holy Balm only lasts a minute per application, so you'd have to apply it just before a fight.

Quote Originally Posted by unbutu View Post
Shield, Magic Armor, Death Ward
By the time I would have cast that on the frontline, the battle would be finished. Those battles end so fast. In 3 rounds it did 3d8 (21) con dmg to the barb and 4d8 (16) con dmg to the fighter. I don't have enough time to cast those. Maybe if the cleric is casting death ward first, then it's only HP dmg, and we get much more time ?
Mage armour at the least is something you can have up ahead of time; at an hour per level, casting it before you go to bed should be an appropriate precaution. A Lesser Rod Of Extend is only 1,500 gp and can be used three times on level 3 and lower spells if duration is still dodgy. Shield is definitely still an in-combat/right-before-combat buff though.

Oh, and for recovering after the fight, Soul Stimulant can help with negative levels though is a little pricy, Ambrosia can buff you up a bit before a fight, and potions(only a standard to drink) or scrolls(three rounds to cast as the spell) of Restoration(or Lesser) may come in handy. Fun note, Lesser Restoration is a level one spell for Paladins, meaning you could technically get a scroll of it for 25 GP, a potion for 50 GP, or a wand of fifty charges for 750 GP. It does not help with the GM throwing the core rulebook at you, however.


Hamza Mīnakshi wrote:

"Such secrets of ancient power often come with a price, or a bond to a higher being. Know that if we accept your offer, it is to be with no such strings attached. We slay Thunderclap, and in exchange you impart some of your secrets, and our elven allies claim their people's relics."

1d20+18 Sense Motive on Kchac'Thraa. With this high of result, would Hamza be able to tell if it would be advantageous to reveal his evil alignment?

You guys can feel free to offer suggestion in or out of game for this bargaining. I don't want to fully steal the spotlight here.

Hamza Mīnakshi: Sense Motive:

The kreen is a powerful evil entity and would welcome the ability to bargain with one such as Hamza. It would likely see a fellow evil creature as a potential ally as opposed to strictly a pawn. Kchac'Thraa is still used to being in control, and so will want to be deferred to in any such arrangement, but is likely to be less perilous than if he perceives that he is only bargaining with good or neutral entities.


Hamza Mīnakshi wrote:

"Such secrets of ancient power often come with a price, or a bond to a higher being. Know that if we accept your offer, it is to be with no such strings attached. We slay Thunderclap, and in exchange you impart some of your secrets, and our elven allies claim their people's relics."

1d20+18 Sense Motive on Kchac'Thraa. With this high of result, would Hamza be able to tell if it would be advantageous to reveal his evil alignment?

You guys can feel free to offer suggestion in or out of game for this bargaining. I don't want to fully steal the spotlight here.

"Very well, but you underestimate the benefits of my patronage which you dismiss so readily."


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

Then Hamza will drop his Undetectable Alignment effect.

"Perhaps I do, but I am loathe to become bound or enslaved to such an otherworldly patron. My loyalty is to my House and my family, first and foremost. Then to my companions. I have no wish to be subject to another's will and desires."


Hamza Mīnakshi wrote:

Then Hamza will drop his Undetectable Alignment effect.

"Perhaps I do, but I am loathe to become bound or enslaved to such an otherworldly patron. My loyalty is to my House and my family, first and foremost. Then to my companions. I have no wish to be subject to another's will and desires."

Psionic Missive:

The kreen wraith speaks directly to Hamza,

"Hmmm... fascinating. You are a very clever little demon, are you not?"

"I am also very clever, shadow child. Your companions are perhaps more docile, but I believe you to be a predator in truth. We may, I venture, come to an equitable arrangement upon the completion of the present task. Surely you have no great loyalty to these which you actively deceive?"

"You have no idea of the great powers which the legacy of the Lord of Change bestows upon me, and that which is in my power to harness and grant unto my faithful disciples. You shall consider the matter further, I am sure, little demon."


Hamza Mīnakshi wrote:

Then Hamza will drop his Undetectable Alignment effect.

"Perhaps I do, but I am loathe to become bound or enslaved to such an otherworldly patron. My loyalty is to my House and my family, first and foremost. Then to my companions. I have no wish to be subject to another's will and desires."

[]}"We will discuss these matters further anon. For now, I wish the drake banished so quickly as possible from the grotto which is rightfully my possession, and from which the detestable creature has driven me."[/b]

"Go!"

The shadowy apparition gestures with one barbed appendage to the far upper right hand corner of the vast cavern.

Upon first appearance, the wraith seems to point out an unremarkable stretch of the undulating black mass that comprises most of the chamber's borders.

"The door is hidden but true, and will deposit your company in the grotto."


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 |

The vision of Kchac'Thraa's death and "rebirth" fade from Cae's mind as does the silver sheen from his eyes. With a snarl, he rushes to the indicated exit, eager to be away from the foul creature.


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, not trusting himself to speak further with one still devoted to the Red God, turns and goes in the direction indicated.


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 makes sure to follow at the back of the party, watching their backs for any last minute moves by the myceloids.


Female Half-Elf Alchemist (Eldritch Poisoner) 6 | Warder 6 | Guild Poisoner 2

Status:
Effects:
Aura of Divine Favor: +2 luck to attack/damage
Aura of the Moon: +2 to Fort saves, +4 temp HP/turn
Mutagen: +2 natural armor, +4 Dex, -2 Wis
Long Arm: +5' melee reach (Duration 3/6m)

Wounds: 54/54
Vitality: 157/157 (+4)
Stamina: 14/14
Action Points: 8
Mythic Power: 7/7 (uses Surge, Absorb Blow, Retributive Reach AoO boost, HO Mythic Lunge reach extension)
Extracts prepared:
1st: CLW, Enlarge Person, Ant Haul, Disguise Self, Heightened Awareness
2nd: Animal Aspect x2, Invisibility x2, Blood Transcription
Arcanotoxin: 5/12
Mutagen: Used (Duration 6/60m)

Maneuvers readied:
1st: Dizzying Venom Prana
2nd: Weakening Venom Prana, Iron Fang
3rd: Sickening Venom Strike, Tortoise Defense
Stance: Poisoner's Stance
Piercing Thunder Style: Inactive

Armiger's Mark: 0/11
Extended Defense: 0/1

Skill Tricks (per-encounter):
Extreme Leap: 0/1
Leaping Climber: 1/1
Wall Jumper: 1/1
Collector of Stories: 0/1

Far Hand wild talent: 0/2
Cold Vengeance rage power: 0/1
Disproportionate Retribution counterstrike: 0/1
Discern Kith slaver-hunting thing: 0/1

Fortune Hex reroll: 0/1

Jin leaves with the rest, on high alert for any hint of treachery. Once in the tunnel, he walks in silence for a time, waiting to be behind multiple bends.

"Gu."

The wolfdog precipitates out of the shadows, inches from Ri'Kli'Klek.

"Search."

It circles the group, sniffing about. Several times it hesitantly looks toward one of the Company of the Tablet and indicates them with a 'point', motionless with one leg in the air and muzzle pointed at them: Jin dismisses each with a nod and a wave of the hand, and it resumes its rounds. Finally, it returns to Jin with a 'wurf.'

"Good boy. Clever boy."

She gives the creature a bit of bacon from a pocket.

"Now: search."

The entire procedure repeats itself, complete with bacon.

OOC:
Gu is looking for magical auras- of which there are doubtless several on PCs which she dutifully indicates- as well as any divination sensor such as that created with Clairaudience/Clairvoyance, as well as following creatures, traps, anything else that might be unusual about the area. Each general category of threat has its own sort of indication, but of course she can't be asked questions.

Perception: 1d20 + 13 ⇒ (4) + 13 = 17
Perception: 1d20 + 13 ⇒ (10) + 13 = 23

Trapfinding, scent. +4 to find concealed or secret objects, incl. traps, secret doors, and divination sensors. Can sense ANY divination sensor, such as that created by Clairaudience/Clairvoyance, with a check of DC 20 + caster level. For divination sensors only, reroll and take the highest: Perception: 1d20 + 17 ⇒ (20) + 17 = 37
Perception: 1d20 + 17 ⇒ (1) + 17 = 18 The divinations that NORMALLY have detectable sensors, Divination [scrying] effects, just get detected automatically as long as Gu has martial focus.
Gu smells magic: magical auras can be detected at DC 10 + spell level + spellcasting ability modifier.

Should the check come up clean:

"Gu can smell spying magic- and, obviously, eavesdroppers. We are unobserved and can speak freely. Those of you with the capability and inclination to double-check that, do so now: she sensed magical auras on a few of you, and while most of them are likely your doing, she isn't sufficiently familiar with your magics to distinguish between those and something new. Look for an unexpected divination effect."

A beat.

"We're killing that thing, yes? It is plainly as amiable, trustworthy and benevolent as a maddened cobra. I don't feel safe living in the same world as one of those, let alone being in the same tunnel complex."


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;

As the group moves towards the exit towards the drake, Ehawee checks her spear to make sure nothing is off with it, and after a talking with her spirits, she seems to be somewhat at ease. She would look at the group as they move before speaking

"Why do we not rid the world of all of them? While surely he knows where artifacts are, what is to say they would be of use to us now, or we would not fight over them? Something that they can not defeat but we can, we must be careful. Perhaps we could defeat both. Then all threats are gone."

She seems to await Amunet-Ra response to the statement the most, being a bit more at ease with the other Elven among their group.


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|

As they moved toward the stairs, Tyren internally frowned somewhat. He should hope that they weren't truly going to slay the Earth Drake--They were important figures! Actual, physical emissaries of the elemental planes, who were not only intelligent but fully invested in the material plane! To slay one was almost a crime to all good beings. As the others began speaking, Tyren gave thought to how they might most effectively solve this problem. "I'd like to pitch in by saying that it's highly inadvisable to slay an Earth Drake to begin with. It is one of the most respectable life-forms to be found on this planet. They would be equivalent to a druid--Their equivalent of civilization has turned their back on them for being too 'in tune with the material realm,' and yet they still offer us their stellar opinions. However, I do have a way to make it seem like we've done just that.


Female Half-Elf Alchemist (Eldritch Poisoner) 6 | Warder 6 | Guild Poisoner 2

Status:
Effects:
Aura of Divine Favor: +2 luck to attack/damage
Aura of the Moon: +2 to Fort saves, +4 temp HP/turn
Mutagen: +2 natural armor, +4 Dex, -2 Wis (Duration 7/60m)
Long Arm: +5' melee reach (Duration 4/6m)

Wounds: 54/54
Vitality: 157/157 (+4)
Stamina: 14/14
Action Points: 8
Mythic Power: 7/7 (uses Surge, Absorb Blow, Retributive Reach AoO boost, HO Mythic Lunge reach extension)
Extracts prepared:
1st: CLW, Enlarge Person, Ant Haul, Disguise Self, Heightened Awareness
2nd: Animal Aspect x2, Invisibility x2, Blood Transcription
Arcanotoxin: 5/12
Mutagen: Used

Maneuvers readied:
1st: Dizzying Venom Prana
2nd: Weakening Venom Prana, Iron Fang
3rd: Sickening Venom Strike, Tortoise Defense
Stance: Poisoner's Stance
Piercing Thunder Style: Inactive

Armiger's Mark: 0/11
Extended Defense: 0/1

Skill Tricks (per-encounter):
Extreme Leap: 0/1
Leaping Climber: 0/1
Wall Jumper: 0/1
Collector of Stories: 0/1

Far Hand wild talent: 0/2
Cold Vengeance rage power: 0/1
Disproportionate Retribution counterstrike: 0/1
Discern Kith slaver-hunting thing: 0/1

Fortune Hex reroll: 0/1

Jin lights up at that suggestion.

"Oh, that would be perfect. I was toying with the notion of somehow leaving them a false corpse, poisoning that, and finishing them off once it had weakened them."

A sly grin.

"It's why I asked to keep the hide. Easier to pass off the body of some other great beast as a drake if it's skinned, butchered, and not recognizable as what it once was."


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

"I do not think it wise to assume anything about our 'target'. It is possible that Thunderclap is as Tyren said, a sort of druidic drake. However, it could also be that it has become corrupted by forces that dwell within this temple complex, and does indeed need to be put down. We'll attempt to learn the truth before taking any actual action. Tis part of the reason I refused any sort of binding agreement with Kchac'Thraa. I fully expect him to try and betray us once we have 'dealt' with Thunderclap." Hamza says from the shadows. Not actually stealthing yet, just being sneaky in general.


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 |

kn:planes about the earth drake: 1d20 + 19 ⇒ (10) + 19 = 29

Amunet-Ra had let the others take over the conversation and then followed along, without much comments so far.
She watched all of them attentively and weighed their words.

So Jin, you are using poisons and your dog magic? That is most weird.

I hear your arguments Tyren. I'm not inclinced to do the bidding and tasks of the mushroom people and the wraith kreen.
Ri'Kli'Klek, how do you feel about all this? Seeing a great kreen and servant of the red god from your time kind of alive as well? Isn't this part of what you feared?

She looks to Jin again.
I'm unsure about what you think you can do, but we just met a foe we could not overcome. The earth drake is unknown to us, why we venture to explore it. And the shadow kreen...those mushrooms alone are a dangerous foe especially in those numbers. They could probably easily infect and enslave you. Aided by the kreen they are a completely different number.
Maybe you don't know, but if he really was and is a greater servant of the red god, he surely possesses great powers. And most certainly isn't slain that easily.

She then looks to Ehawee:
I think we agree that we should retrieve what belongs to our people, even if we disagree where it goes then. The question for me though is if we really can and should do what you propose.
I would feel better without the mushroom people and the shadow kreen for sure. That doesn't mean we have the powers to defeat them. He's probably a powerful magic user.

Hamza gets a smile.
Do you see something of yourself in that kreen? I agree with you though. Let's see what that drake has to say, if it can even be communicated with.
[b]


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

"Absolutely not. That foul creature is a defiler, which means regardless of what it claims, it's very presence destroys the land around it. While I might not have a problem possibly taking some of it's power, I have no love for defilers in general, nor the dragon kings and their minions."


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

"Kchac'Thraa must be destroyed," Ri'Kli'Klek states with the easy certainty of one voicing a self-evident truth. "There is too much risk of such a one awakening that which must not waken. But he will also be a great threat, in particular with so many thralls about. Any defiler capable of outlasting death is a danger to all life on Athas. The only question is whether our capabilities are sufficient to destroy him."


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 nodded. "I concur. Defilers are the greatest threat to all living things yet. An unnecessary threat, at that. My recommendation is to ascertain whether this Thunderclap might be an ally. If this is the case, I do have a corridor to the Grey that I can call upon, and could hide with Thunderclap within it. I can also procure any supplies we might need to produce a false body with which to fool the kreen."


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

Sitting afloat in the air, Jimbli repeatedly "blinks" to keep up...
"Good to hear you're willing to parley with the drake first. Never met a mushroom I cared to leave alive. I'm hoping time comes when we can clean out that cavern."

"I'm sayin, if it comes to a vote, I'd rather kill'em than fool'em."

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