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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Amunet-Ra wrote:

[dice=kn:planes about the earth drake]1d20 + 19

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]

Amunet-Ra: Knowledge (Planes: 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.


Jin En Mok wrote:

** spoiler omitted **

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.

** spoiler omitted **...

Just to clarify, these checks are for the myceloid cavern. The party hasn't entered the earth drake grotto yet.

Jin En Mok: Perception:

There are clearly a number of concealed chambers in the floor of the cavern, though it is not clear if they are traps.

The undulating darkness at the top right hand corner of the cave conceals another circular exit, about 30 paces in diameter, beyond which a broad series of steps seem to lead downwards.

In front of this exit is a concealed entrance to a large crevasse, which appears to be about 40 paces in depth, and 30 in width and breadth, though it is in the shape of bulb or tear drop which narrows to only five paces at its summit.

The ceiling above the chasm about which the mushrooms are gathered contains a rooftop chamber of similar dimensions.

The small crevasse around which the party is gathered opens into a larger, squarish chamber of approximately 25 paces in width, breadth, and height.


As the Company of the Broken Tablet approach the wall, its appearance remains unaltered.

"It is an arcane barrier of shadow," says Kchac'Thraa, as if expecting the next question, "step through it, and you will find yourselves at the top of the stairs that lead to the grotto of the earth drake. The stairs will exit in cave under a waterfall."


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)

Listening to the party discuss negotiating with the drake, and their info on Kchac'Thraa, the monk adds in about the mushroom leader.

He whispers to the rest of them, joining in...

Additionally, I sensed in Shraagroom a powerful psionic presence. So we'd be dealing with that in addition to a defiler. I like the idea of first speaking with the Drake. The mushroom folk did little to win over our true allegiance. A forced hand is not a willing hand.


Male LN Human gestalt unchained monk/psion (kineticist) 12 | overmind 3 | Vigor 746/746 | Wound 76/76 | DR 3/-*, AC 51 t 42 ff 32 | CMB+61 CMD 71 | F+42 R+45 W+34 | Init +41 | Perc +21, SM +21 | Speed 70ft | Stunning Fist: 12/12 | Ki: 12/12 | Power Points: 182/182 | Psionic Focus: 2/2 | Mythic Power: 9/9 | Emissary: 1/1 | Eternal Hope: 1/1 | Hero points: 1 | Denied: 1/1 | Empowered Attack: 2/2 | Extended Attack: 3/3 | Widen Attack: 3/3 | Extra Meta-Attacks: 5/5 | Active conditions: Biofeedback, Ethereal (1m)

Rokan pauses before the barrier, performing a quick detect-psionics scan for any more than Kchac'Thraa promises it to be...


Rokan the Ascetic wrote:
Rokan pauses before the barrier, performing a quick detect-psionics scan for any more than Kchac'Thraa promises it to be...

It's arcane magic, not psionic, so that won't help.


Rokan the Ascetic wrote:

Listening to the party discuss negotiating with the drake, and their info on Kchac'Thraa, the monk adds in about the mushroom leader.

He whispers to the rest of them, joining in...

Additionally, I sensed in Shraagroom a powerful psionic presence. So we'd be dealing with that in addition to a defiler. I like the idea of first speaking with the Drake. The mushroom folk did little to win over our true allegiance. A forced hand is not a willing hand.

The psionic presence was Kchac'Thraa talking to him telepathically -- I might as well clear up some of this stuff since this is such a complicated story, I'm not sure where we'll end up if I don't point out some of these kinds of details.


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

Both of Hamza's above comments are only spoken aloud *after* we have left the myceloid cavern, *not* in the presence Kchac'Thraa.

Hamza offers to step through the shadow barrier first. Once on the other side, he'll disappear once more into the shadows, drawing the darkness to him. Actively hiding, Stealth of 58. Will also use a standard action to create a Shadow Surge.


Can I assume everyone made these comments after they passed through the barrier then? There's a mechanical issue I have to deal with -


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

I'm guessing that's probably a safe bet. I don't think any of the PCs are dumb enough to openly talk about possibly fighting or tricking Kchac'Thraa in front of him.


OK. These are the mechanics of the barrier. Everyone roll a Fortitude save.

Quote:

Wall of Darkness, Greater

School evocation [darkness]; Level nightblade 5, sorcerer/wizard 5

EFFECT

Range medium (100 ft. + 10 ft./2 levels)
Effect opaque wall of shadows up to 20 ft. long/level or a ring of darkness with a radius of up to 5 ft./two levels; either form 20 ft. high and 5 ft. thick

DESCRIPTION

This spell functions as wall of darkness, except as noted above. In addition, the area within the wall is treated as supernatural darkness (as the spell deeper darkness). Creatures on opposite sides of the wall have total concealment (50% miss chance) from each other unless they possess the see in darkness ability or some other method of seeing through supernatural darkness. A creature passing through the wall must make a Fortitude save or be exhausted.
Section 15: Copyright Notice

Path of Shadows, © 2015, Ascension Games, LLC; Author Christopher Moore


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

Aye, I believe that was presumed in Jin's original post.

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

Upon seeing the "door", Cae concentrates on it to determine its nature. He offers blessings again before anyone steps through.

Cae agrees strongly with both assertions, the first of hoping to ally with the earth drake, and the second of destroying Kchac'Thraa.

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

Divine Magic on door.
Offering Fortune Hexes again.
Re-Fortune Hexing myself.
Re-re-Fortune Hexing (w/Soothsayer) myself after going through.

Fort: 1d20 + 30 ⇒ (1) + 30 = 31
Fort: 1d20 + 30 ⇒ (18) + 30 = 48

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

MP: 8/9
Vision: 1/2
Condition: Fatigued(ignore effects)


Once everyone is finished with their saves, I'll describe the grotto.

I already posted this in the 'maps and images' tab in 'campaign info', but here are the current maps for reference.

Current Encounter Maps:

Myceloid Cavern

Earth Drake Layer: Overview
Earth Drake Layer w/our Grid
Earth Drake Layer w/ Grid
Earth Drake Layer w/ Waterfall Stairs

The PCs enter under the waterfall at the top of the map.

Battlemaps
Hex Grid


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 psionic presence was Kchac'Thraa talking to him telepathically -- I might as well clear up some of this stuff since this is such a complicated story, I'm not sure where we'll end up if I don't point out some of these kinds of details.

Apologies. Could have sworn there were two, and he was one of them :/

Fortitude: 1d20 + 11 ⇒ (13) + 11 = 24


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

Hamza is in the Embrace the Shadows stance, granted by his levels in Umbral Blade, which grants him a +2 profane bonus on saves, among other things. He also accepts Cae's blessing.

1d20 + 19 ⇒ (15) + 19 = 34 Fort save


Cae Leonidas wrote:

Aye, I believe that was presumed in Jin's original post.

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

Upon seeing the "door", Cae concentrates on it to determine its nature. He offers blessings again before anyone steps through.

Cae agrees strongly with both assertions, the first of hoping to ally with the earth drake, and the second of destroying Kchac'Thraa.

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

Divine Magic on door.
Offering Fortune Hexes again.
Re-Fortune Hexing myself.
Re-re-Fortune Hexing (w/Soothsayer) myself after going through.

[dice=Fort]1d20+30
[dice=Fort]1d20+30

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

MP: 8/9
Vision: 1/2
Condition: Fatigued(ignore effects)

Cae Leonidas: Knowledge (Arcana: Divine Magic):

The barrier is a Greater Wall of Darkness upon which a Permanency spell has been cast.

Quote:

Wall of Darkness, Greater

School evocation [darkness]; Level nightblade 5, sorcerer/wizard 5

EFFECT

Range medium (100 ft. + 10 ft./2 levels)
Effect opaque wall of shadows up to 20 ft. long/level or a ring of darkness with a radius of up to 5 ft./two levels; either form 20 ft. high and 5 ft. thick

DESCRIPTION

This spell functions as wall of darkness, except as noted above. In addition, the area within the wall is treated as supernatural darkness (as the spell deeper darkness). Creatures on opposite sides of the wall have total concealment (50% miss chance) from each other unless they possess the see in darkness ability or some other method of seeing through supernatural darkness. A creature passing through the wall must make a Fortitude save or be exhausted.
Section 15: Copyright Notice

Path of Shadows, © 2015, Ascension Games, LLC; Author Christopher Moore


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)
Martial Focus: Expended

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

Sebecloki wrote:
Can I assume everyone made these comments after they passed through the barrier then? There's a mechanical issue I have to deal with -

100%.

Jin will opt to expend her martial focus on this, treating it as if it were a rolled 13- or 29. Gu will just Fort: 1d20 + 21 ⇒ (13) + 21 = 34, use her trait to reroll if it's a failure (Fort: 1d20 + 12 ⇒ (1) + 12 = 13), and Mythic it away if it's *still* a failure.

Amunet-Ra wrote:
So Jin, you are using poisons and your dog magic? That is most weird.

"My own talents lie either in spearfighting, poisons, or in the further reaches of the study of the nature of substances- the simpler tricks of which are often called 'alchemy'. The more advanced things I can get up to...I'd call it 'natural magic' if that weren't likely to invite misleading comparison to druidic and elemental practices."

She smiles openly, happy to have found an interested listener.

"'Found magic' might be a closer description: the life energy that conventional defiling drains from plant and animal life can be concentrated by processes both mundane and exotic, and with sufficient legerdemain, made to produce useful effects in the process of transition to another state, rather than outright destruction.

Furthermore, neither defiling nor druidic magics nor elementalism are perfectly efficient processes. The remains of consumed potion-fruit- inedible stalks and cores, even the remains of the fruit's digested flesh in stool- can be purified and reprocessed for some remnant of the original effect. Sand exposed to powerful displays of an element can retain traces of that element's fundamental nature, traces which can be greatly magnified. And, most valuable and useful of all, some small portion of every spell cast by a defiler remains in their body tissues, which- once removed- can be used as catalysts for all manner of fascinating purposes."

She grimaces.

"Working the kinks out of that took eight defilers over the course of three months. Almost lost my research notes when the templars caught up to me and I had to leave Raam in a hurry. It doesn't take a lot- a fingertip can last me a week- but the bodies lost their potency distressingly quickly. Despite its promise, I was beginning to worry that the method was more trouble than it was worth before I hit on the happy idea of mummifying them, which works like a charm if the proper salts are used. I'm almost always running a comfortable surplus these days."

I've actually been putting a fair bit of thought into being an Alchemist on Athas, since the setting makes something of a point of traditional alchemy and potion-making being almost unheard of, taking a back seat to potion-fruit and the like. The solution I settled on was that Alchemy- at least the potion-making, extract-producing kind of alchemy- is commensally or parasitically dependent on an ecosystem of other spellcasters. If Jin taught two or three others to use her methods, they would begin to put a serious strain on the amount of magical waste available to harvest in that city-state.

"Gu's abilities are mostly psionic, actually- he taps into the collective fear that all prey hold for predators and projects them upon others. The magic-smelling trick is, well- have you even heard of a disenchanter? Curious jungle creature, mostly extinct: it can actually eat and metabolize arcane magic. There's some speculation they're a product of some long-ago druidic breeding program for a weapon against the sorcerer-kings.

When Gu was a puppy, I transplanted important portions of a disenchanter's nasal structure into his own snout, sealing the wound with healing magic. That's where that trick comes from."


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

Here's the relevant info for Hamza's stance:

Embrace the Shadows (Su):
At 3rd level, the umbral blade learns a signature stance of his new existence being half in shadow. This ability is a supernatural ability and a Veiled Moon stance of 3rd level. To enter this stance requires a swift action, and the character forgoes any stance that the character currently is using to use Embrace the Shadows. While in this stance, the character’s form and features change, his skin becoming mottled heavily with inky black shadow and his eyes, hair, nails, and teeth turn pitch black. Maneuvers of the Steel Serpent, Thrashing Dragon, and Veiled Moon disciplines have their saving throw DC’s increased by 2. He gains a +2 profane bonus per umbral blade level to his Intimidate checks due to his fearsome appearance and he automatically fails any Handle Animal check he makes due to his unnatural form. Additionally, this stance improves the umbral blade’s natural armor bonus to AC by +2, and he gains a +2 profane bonus to saving throws as his form becomes very resilient. Lastly, he gains a +2 profane bonus to Stealth checks per umbral blade level while in this stance.


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|

[roll=Fortitude]1d20+19[/roll]
Tyren stroked his chin as Jin explained his process. As a magic-user himself, it might have sounded horrifying--But, well, this Jin fellow had found more use for defilers than defilers had found for defilers, and being perfectly honest, some of Jin's applications had very...Powerful implications. Especially if provided an alternative energy source.
"That's a wonderful discovery! I think I have a few suggestions that could allow for more efficient upward-scaling--For instance, rather than drawing from the elemental planes or the life-force of the world, instead draw from an otherwise unaligned plane, such as the Grey or the Black. The Grey seems especially useful for you, as it's a direct counterpart to the cycle of death, which means--" Here Tyren grins,

"That we could utilize livestock to reinvigorate the environment! The livestock is born and eventually slain to be eaten, then the cast-off meats are returned to the soil to begin the life-cycle anew, and the bones--That part which serves little use to the life-cycle--Is instead reanimated. Not to be put to use, mind, but to soak up Grey magical energy. It can then be deanimated, either through blunt force or through more precise magical control, and then the bones can be harvested for magical energy that can then be reprocessed into a more life-friendly form!"


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;

Fort: 1d20 + 7 ⇒ (12) + 7 = 19
Fort with Fortune hex from Case: 1d20 + 7 ⇒ (4) + 7 = 11

Stepping through the darkness, Ehawee tries her best to maintain her bearings, and grips onto her branched spear tightly. She sighs softly as she watche Amunet-Ra easily defeat this challenge and others like it. As much as she wished it to be, she was not the front figther some of her peers were. It was one reason she hadn't really named herself in the Broken Tabelt group yet. She was the mainly silent one, but she does offer a comment to Jin about magic

" Not all takes from the land. Sometimes the spirits will guide you, and give you one like mine. It strains neither the land nor the life, but comes from the energy in the spirits. However, it does get to be a bother depending on the spirit I would wager. Mine mostly stay silent, and I would suppose that means I do the right thing."


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 would certainly have waited until they were out of earshot to speak.

Fort: 1d20 + 9 ⇒ (8) + 9 = 17
Fort reroll from Fortune hex: 1d20 + 9 ⇒ (2) + 9 = 11

Ri'Kli'Klek was wary of Jin's description, but glad enough that it sounded like she'd been killing defilers. Still, some of her work sounded uncomfortably close to the work of the Red God.


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

fort save: 1d20 + 12 ⇒ (15) + 12 = 27


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 |

Fort Save: 1d20 + 19 ⇒ (16) + 19 = 35

Amunet-Ra listened further, especially to Jins explanations.
So you essentially gather the stool of people in a city hoping you can extract magic remains from it? And then you transferred the flesh of a dead person into your dogs nose to give her special abilities?
She looks slightly disgusted.

You know, the best magic is no magic. You can just use your innate life power, like i do, or the power of your mind.

She steps through the barrier, hesitant to make contact with the powerful magic.

I concentrate on my body, on my mind and the athletic abilities given to every elf. With enough willpower you can reach anything. Well some can.

Anyway, there's a lot to say about this drake.
She tells the companionship everything she knows about drakes.
Since this drake loves being the center of attention, it might be good if we flatter them quite a bit.


Female Half-Elf Alchemist (Eldritch Poisoner) 6 | Warder 6 | Guild Poisoner 2
Tyren Lourofesh wrote:
"That's a wonderful discovery! [...]The Grey seems especially useful for you, as it's a direct counterpart to the cycle of death, which means [...]"

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)
Martial Focus: Expended

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 raises an eyebrow.

"I'm not sure you're completely following. I can't directly tap the Grey or the Black- merely exploit others' connections with it, as with other ways to power. An existing environmental remediation program, I could help along. I've done it before...but it ultimately can't change the fact that using magic to make a barren place bloom is a long-term, difficult, complicated slog, if you don't care to reduce twice as much land to dust and ash in the process."

Amunet-Ra wrote:

So you essentially gather the stool of people in a city hoping you can extract magic remains from it? And then you transferred the flesh of a dead person into your dogs nose to give her special abilities?

She looks slightly disgusted.

"A dead beast, not a person. Like a kank or an erdlu. As for shoveling s$*&..."

She shrugs, seeming utterly unbothered.

"Yes, it's unpleasant. So is gaining power by other means. I've trained spearmanship until the wood of the waster splintered under my grip and stained my hands red with blood, run under the desert sun until my lungs burned and my muscles screamed, tempered my hands every day until I could scarcely pick up a meal to eat- and didn't stop until they hardened into deadly weapons. What's a bit of smell, after all that?

Ultimately, I don't ask you to respect the process- just the results. Let's speak again on this once we've traveled and fought together, and you've seen what my methods allow me to do."


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 shook his head, "Oh, no, I follow along--But you see, I can access the Grey. However, training a budding arcanist in the use of the Grey is...Well, it's really almost impossible without a massive expenditure of resources. But with the help of a technique such as yours, I could take the work I can do, and amplify the amount of people who can use it!"

Fortitude: 1d20 + 19 ⇒ (11) + 19 = 30


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)

so, we're at the point where we've passed through the barrier and a drake is hearing a crowd have a conversation behind a waterfall, probably with piqued curiosity.

Rokan begins to move out beyond the waterfall and speed the group along. I think there is little room for private conversing here and we are close to, or already have, announced our presence to the drake by way of our incidental noise. I'm guessing it's not hard of hearing and we shouldn't get comfortable here.


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

Yeah, I know it's odd from a Watsonian point of view, but from a Doylist point of view, the players need something to do while we wait for Seb to get our Fort saves and start narrating.


Amunet-Ra wrote:

[dice=Fort Save]1d20 + 19

Amunet-Ra listened further, especially to Jins explanations.
So you essentially gather the stool of people in a city hoping you can extract magic remains from it? And then you transferred the flesh of a dead person into your dogs nose to give her special abilities?
She looks slightly disgusted.

You know, the best magic is no magic. You can just use your innate life power, like i do, or the power of your mind.

She steps through the barrier, hesitant to make contact with the powerful magic.

I concentrate on my body, on my mind and the athletic abilities given to every elf. With enough willpower you can reach anything. Well some can.

Anyway, there's a lot to say about this drake.
She tells the companionship everything she knows about drakes.
Since this drake loves being the center of attention, it might be good if we flatter them quite a bit.

That means everyone can read Amunet-Ra's knowledge check spoiler with the earth drake fluff.


Rokan the Ascetic wrote:

so, we're at the point where we've passed through the barrier and a drake is hearing a crowd have a conversation behind a waterfall, probably with piqued curiosity.

Rokan begins to move out beyond the waterfall and speed the group along. I think there is little room for private conversing here and we are close to, or already have, announced our presence to the drake by way of our incidental noise. I'm guessing it's not hard of hearing and we shouldn't get comfortable here.

You're assuming it doesn't already have alarm spells implemented that warn it of any approach whether you're talking or not.


OK, the spell DC for the Wall of Darkness, Greater is 33 (10 + spell level + ability modifier (e.g. Wizards use INT, Clerics use WIS, Bards use CHA)).

Everyone who rolled under 33 on their Fortitude check is now exhausted.


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 |

Suddenly Amunet-Ra stops, turns to Jin and considers her for a long moment. She then smiles.
Yes, let's speak about this again at a later time.

You're of course right Rokan. We should be careful. Hamza and i can scout the area. Can someone link our minds or give us a means of communication? Best a silent one?

She looks to Hamza and then does a flip and if as she would jump through a portal she suddenly becomes invisible.

Stealth: 1d20 + 37 + 20 ⇒ (17) + 37 + 20 = 74

Going to scout the area after waiting for a possible means of telepathy of something. Using stealth and invisibility as well as air step. Amunet-Ra should not really touch the floor, so there's probably no vibrations. She's lighter than a feather.


The wide stairs lead down gradually, terminating in a roaring sheet of water that obscures the entrance to the grotto.

Beyond is an enormous chamber, over two hundred paces in length, and one hundred and twenty in breadth. The cavern rises over a hundred a twenty paces in height, and is roughly egg-shaped.

Its center is an enormous conglomeration of purple crystal and rock that forms an island within the underground lake created by the torrential falls at the cave's entrance. From the center of this island rise a trinity of massive violet crystals.

The far corner of the island is overshadowed by a massive pile of bones and other debris.

The chamber is illuminated by immense glowing stones that flank both sides of the waterfall, rendering vision within the grotto as easy as that beneath the light of the crimson sun.

Beyond the waterfall, a bathing humanoid is just visible some thirty paces in the distance.


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

STATUS:
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: 6/7 (uses Surge, Absorb Blow, Retributive Reach AoO boost, HO Mythic Lunge reach extension)
Martial Focus: Expended

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

"Sonofab%%@!!"

The power of the vitality-draining magic hits Jin like a rampaging bull carru, and for a moment, her knees buckle and threaten to give out from under her-

Gu barely succeeds. Jin will fail with a 31 even though I neglected to account for Aura of the Moon's +2- but I'll spend a use of Mythic Power to fight it off anyway. Surge: 1d6 ⇒ 6

-before she grits her teeth, widens her stance, tenses her body, and barely throws it off.

"Did everyone make it without-"

She glances at the others.

"-no, clearly not. Rest while Hamza and Amunet-Ra scout things out: I'll be on watch."

Jin regains martial focus after a minute of rest. This is where Gu actually does their searching, BTW. Jin's on-watch Perception: 1d20 + 17 ⇒ (6) + 17 = 23


Quote:


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.

For Gu's sniffing, all of those Perception checks bring up nothing if I understand this correctly. Divinations only applies to arcane magic from the Divination school, which doesn't apply here.

Note, that doesn't mean necessarily there isn't anything, Gu's rolls just aren't that high in the scheme of this dungeon, so there's definitely stuff he might be missing.


Jin En Mok wrote:

** spoiler omitted **

"Sonofab@@!#!"

The power of the vitality-draining magic hits Jin like a rampaging bull carru, and for a moment, her knees buckle and threaten to give out from under her-

Gu barely succeeds. Jin will fail with a 31 even though I neglected to account for Aura of the Moon's +2- but I'll spend a use of Mythic Power to fight it off anyway. [dice=Surge]1d6

-before she grits her teeth, widens her stance, tenses her body, and barely throws it off.

"Did everyone make it without-"

She glances at the others.

"-no, clearly not. Rest while Hamza and Amunet-Ra scout things out: I'll be on watch."

Jin regains martial focus after a minute of rest. This is where Gu actually does their searching, BTW. [dice=Jin's on-watch Perception]1d20+17

Jin En Mok: Perception:

The half-elf can easily discern a humanoid figure beyond the wall of raging currents created by the large and powerful waterfall which block's the chamber's entrance. Apparently unconcerned by the possibility of any hostile approach, a muscular man with skin the color of glazed caramel is bathing at a leisurely pace in the deep blue waters of the grotto.


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 |

Before Amunet-Ra ascends into the grotto, or better walks across the waterfall and the walls, her eyes glide over the surroundings, taking everything in.
Perception: 1d20 + 42 ⇒ (16) + 42 = 58


Amunet-Ra wrote:

Suddenly Amunet-Ra stops, turns to Jin and considers her for a long moment. She then smiles.

Yes, let's speak about this again at a later time.

You're of course right Rokan. We should be careful. Hamza and i can scout the area. Can someone link our minds or give us a means of communication? Best a silent one?

She looks to Hamza and then does a flip and if as she would jump through a portal she suddenly becomes invisible.

[dice=Stealth]1d20 + 37 + 20

Going to scout the area after waiting for a possible means of telepathy of something. Using stealth and invisibility as well as air step. Amunet-Ra should not really touch the floor, so there's probably no vibrations. She's lighter than a feather.

Amunet-Ra wrote:

Suddenly Amunet-Ra stops, turns to Jin and considers her for a long moment. She then smiles.

Yes, let's speak about this again at a later time.

You're of course right Rokan. We should be careful. Hamza and i can scout the area. Can someone link our minds or give us a means of communication? Best a silent one?

She looks to Hamza and then does a flip and if as she would jump through a portal she suddenly becomes invisible.

[dice=Stealth]1d20 + 37 + 20

Going to scout the area after waiting for a possible means of telepathy of something. Using stealth and invisibility as well as air step. Amunet-Ra should not really touch the floor, so there's probably no vibrations. She's lighter than a feather.

Does Amunet-Ra have some means of levitation or other means to cross water that is deeper than her head?

Amunet-Ra: Scouting:

As she passes beneath the waterfall, Amunet-Ra sees a humanoid figure about thirty paces in the distance.

Her powerful and sensitive eyes quickly resolve the image, and determine that it is the profile of a muscular human male with smooth skin the color of glazed caramel. His short-cropped, raven-black hair is disheveled by the man's lustrations.

The man leisurely rinses his muscular body with the deep blue waters of the grotto. Through some unknown means, he appears to levitate within
in the steadily lapping current, despite its apparently considerable depth.

The man's muscular body is covered with colorful tattoos that appear to depict drakes and other fantastical images in a rich palette of colors. The placement of the tattoos is such that a robe would cover them -- they are absent from his outermost extremities like the hands, feet, and face, but otherwise cover most of his skin.

The bathing man hums a rhythmic chant as he lustrates himself with the azure waters. The tone of his noise-making resembles that of a meditation or religious chant.

Tattoos
Tattoos
Image


Everyone, the stairs at the bottom of the waterfall drop off into water that is at least 60' deep -- those planning on doing scouting etc. need to have some means to navigate that obstacle.


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

Hamza joins Amunet in scouting, also utilizing the shadows and stealth. With the increase from Embrace the Shadows, his stealth is now a 64. Also, while moving, he's incorporeal.

1d20 + 19 ⇒ (9) + 19 = 28 Perception, darkvision 120', See in Darkness


Amunet-Ra wrote:

Before Amunet-Ra ascends into the grotto, or better walks across the waterfall and the walls, her eyes glide over the surroundings, taking everything in.

[dice=Perception]1d20 + 42

Amunet-Ra: Perception:

There are scores of invisible pillars beneath the waters that facilitate movement between the stairs and the crystal and gem island at the center of the grotto.

There are two immense invisible reptilian creatures positioned near the bathing man.

The bottom of the stairs is rigged with an insidious trap.

Quote:

Collapsing Stairs CR 14

XP 38,400

Type mechanical; Perception DC 29; Disable Device DC 29

EFFECTS

Trigger location; Reset automatic (1d6 rounds)

Effect 100-ft. fall (10d6 falling damage); DC 26 Reflex save avoids; multiple targets (all targets in a 10-ft.-square)

Section 15: Copyright Notice

Pathfinder Adventure Path #48: Shadows of Gallowspire

Pathfinder Adventure Path #48: Shadows of Gallowspire. © 2011, Paizo Publishing, LLC; Author: Brandon Hodge.


Hamza Mīnakshi wrote:

Hamza joins Amunet in scouting, also utilizing the shadows and stealth. With the increase from Embrace the Shadows, his stealth is now a 64. Also, while moving, he's incorporeal.

1d20+19 Perception, darkvision 120', See in Darkness

Hamza triggers an ingenious and insidious trap at the bottom of the stars.

Note, Amunet-Ra sees it, but since you didn't specify that Hamza was waiting on her, so in this case he unfortunately triggers the trap.

Quote:

Collapsing Stairs CR 14

XP 38,400

Type mechanical; Perception DC 29; Disable Device DC 29

EFFECTS

Trigger location; Reset automatic (1d6 rounds)

Effect 100-ft. fall (10d6 falling damage); DC 26 Reflex save avoids; multiple targets (all targets in a 10-ft.-square)

Section 15: Copyright Notice

Pathfinder Adventure Path #48: Shadows of Gallowspire

Pathfinder Adventure Path #48: Shadows of Gallowspire. © 2011, Paizo Publishing, LLC; Author: Brandon Hodge.


I'll rule that only Hamza is effected by the trap, but we need to go ahead an put our icons on the map to determine issues like 10-ft. square areas of effect in the future. I'll upload the appropriate image to the battlemaps file. Every hex on the grid is 1ft.

Needless to say, the party has just lost any possible element of surprise.


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

Status:
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 8/60m)
Long Arm: +5' melee reach (Duration 5/6m)
Wounds: 54/54
Vitality: 157/157 (+4)
Stamina: 14/14
Action Points: 8
Mythic Power: 6/7 (uses Surge, Absorb Blow, Retributive Reach AoO boost, HO Mythic Lunge reach extension)
Martial Focus: Yes
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 takes a deep breath, and lowers her voice.

"...we may not have time for you to recover, actually. There's someone out there that...could be the drake. Not drake-shaped, but we've been warned they're a shapechanger."

After a moment's thought, she begins improvising a white flag to hang from the shaft of her spear. This may not be the first group the horrid shade has sent through this entrance with promises of power in exchange for the drake's head. Best to get things started on the right foot-

!?

"...what was that?"

It being apparent that all possible chance of a quiet approach has been lost, Jin charges out from behind the waterfall herself, the butt of her spear held high with a flopping, half-tied, soaked white cloth attached to the end. Hopefully it will send the right message.


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-Ras means of walking:

Dandelion Tread
Horrifically Overpowered
Your footsteps are so light you can stand on the slightest of structures, even a tiny flower.
Benefit: You may move through difficult terrain as if it was not difficult terrain. You have a climb speed equal to your ground movement, and you can climb (or stand on) structures regardless of their ability to support your weight. As long as some object reaches a point you wish to go, you can run and stand there – even if it’s standing on water, walking across the tops of blades of grass, or walking down the sail of a ship.

Wind Step (Su): At 4th level, the windstep master’s steps become supernaturally light. As a move action, he can use air walk (as per the spell) up to a distance equal to his fast movement bonus. He must reach a solid, level surface able to support his weight by the end of his turn or he falls.

Swift Ki (Su): At 4th level, the windstep master can spend 1 point from his ki pool as a swift action to sustain his wind step for 1 minute. During this time, the windstep master can remain airborne even if he doesn’t reach a solid surface. He can also spend 1 point from his ki pool as a swift action to increase his wind step distance by 20 feet for 1 round. The windstep master does not gain the ability to spend ki to increase his base speed by 20 feet for 1 round.

+ 80 acrobatics on jump checks with halved DCs. So with a 1 she can jump 40 feet, with a 20 it's 50 feet.


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

Unsure how Hamza triggers a trap while incorporeal. He has no physical body, and is immune to non-magical attacks. He also passes completely through solid objects.


Hamza Mīnakshi wrote:
Unsure how Hamza triggers a trap while incorporeal. He has no physical body, and is immune to non-magical attacks. He also passes completely through solid objects.

I just posted the relevant rules in discussion -- it seems that the issue turns on whether the trap is based on weight or not, and if there is a non weight-based trigger, it seems like it would function as normal.


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

Looking at that grid... is this cavern really that *huge*?

Ri'Kli'Klek waits in stillness at the back to see what will transpire. He had seen enough of this group to know his own capabilities were meaningless in comparison.


Hamza doesn't trigger the trap, but Amunet-Ra identifies to the group that there are a series of collapsing stair traps at the bottom of the stairs which divide the bottom tread from the water. No one besides Hamza and Amunet can pass over until they deal with them.

The grid is 1 hex=1ft. It is big, but not as big as if it were 5 or 10ft. a hex. I have scaled the pcs to the appropriate size, and you can move them around now to where you want them to be.

I have pasted in the mysterious man and the two enormous earth drakes identified by Amunet-Ra -- everyone can read her spoiler since she's sharing the information.


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

Status:
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 8/60m)
Long Arm: +5' melee reach (Duration 5/6m)
Wounds: 54/54
Vitality: 157/157 (+4)
Stamina: 14/14
Action Points: 8
Mythic Power: 6/7 (uses Surge, Absorb Blow, Retributive Reach AoO boost, HO Mythic Lunge reach extension)
Martial Focus: Yes
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

Disreguard the last part of my previous post. I'm assuming that we have the partywide mindlink Ri'Kli'Klek says they'll be able to provide when their rebuild is done. Italicized text in asterisks is telepathic communication.

Jin peers through the waterfall, trying to catch any hint of recognition or alarm by the bathing figure.

*If, as seems highly likely, the bathing figure is the drake we're looking for, why don't we simply announce ourselves- perhaps after giving those of our number effected by the spell the time to recover somewhat? I don't think it's terribly likely that we'll all be able to get past that trap, and whatever other security measures are in place, without making ourselves reasonably obvious. And trying and failing would make us an obvious threat, and could make any subsequent attempt to negotiate with the drake much more complicated than it needs to be.*

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