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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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 |

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Raxus:
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The giant grabs at the mummy as it tries to flee.

Grapple: 1d20 + 20 + 2 + 8 ⇒ (3) + 20 + 2 + 8 = 33 (standing)
Grapple: 1d20 + 20 + 2 + 8 ⇒ (17) + 20 + 2 + 8 = 47 (fleeing)


I think I'm waiting for anyone else who wants to perform an AoO.


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|

SADIE AoOs
Sadie only has one AoO left, so she'll take her standard action attack. Same math as before.

Attack 1: 1d20 + 32 ⇒ (11) + 32 = 43
Damage 1: 1d20 + 23 ⇒ (4) + 23 = 27
Maneuver 1: 1d20 + 32 ⇒ (17) + 32 = 49
Attack 2: 1d20 + 32 ⇒ (9) + 32 = 41
Damage 2: 1d20 + 23 ⇒ (15) + 23 = 38
Maneuver 2: 1d20 + 32 ⇒ (16) + 32 = 48
Attack 3: 1d20 + 32 ⇒ (13) + 32 = 45
Damage 3: 1d20 + 23 ⇒ (9) + 23 = 32
Maneuver 3: 1d20 + 32 ⇒ (3) + 32 = 35

So, unless SADIE is targeting the Mummy's Flat-Footed AC, all three strikes miss. However, if SADIE IS targetting flat-footed, then that's 87 damage and SADIE repositions the Mummy 45 feet away from its' objective.


Any other AoO?


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

1d20 + 32 ⇒ (8) + 32 = 40 Trip 1 vs CMD 33

1d20 + 32 ⇒ (19) + 32 = 51 Trip 2 vs CMD 33

My trip attacks occur before SADIE and Raxus, as my initiative is higher. I believe Amunet might also have AoOs. If she does, hers' occur before mine.

Depending on results, one mummy could be grappled, while the other one could be tossed 45ft away.


map Half-fiend Imperial Foo Cat Fey Adept(Skulker)/Incanter/Symbiat(Invidian) 6

i definitely do not have AoOs on them


Everyone who so desires has had the opportunity to make an AoO, can someone summarize the state of the villains before Jimbli and Rokan go?


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 |

I'm actually unsure who i could AoO or not at the moment. Is the map up to date? Potentially anyone around me.


Amunet-Ra wrote:
I'm actually unsure who i could AoO or not at the moment. Is the map up to date? Potentially anyone around me.

You should be able to hit the remaining mummies (2) and any of the 10-12 myceloids hovering above you. I'll try to make map adjustments later on today.


I'm moving on to Jimbli and Rokan's turns -- Amunet can post AoO later if she wants to before we start. Round 5.


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 holds his position and spends the entire round manifesting.

[full-round manifest]
Energy cone, augmented, in the same direction as last round.
Entangling debris, 40' radius set back 20' in the opposite direction from the cone, affecting different myceloids; DC16 reflex to avoid becoming entangled

Cold damage, 60 cone, DC 18 Fortitude half: 6d6 + 6 ⇒ (4, 2, 1, 4, 4, 2) + 6 = 23

Entangling Debris Reference


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

Shall the assassins take their turn?? I believe they go after the villains


Hamza Mīnakshi wrote:
Shall the assassins take their turn?? I believe they go after the villains

Yes I forgot they hadn't gone yet.


map Half-fiend Imperial Foo Cat Fey Adept(Skulker)/Incanter/Symbiat(Invidian) 6

again, my position has not been updated. I am 150ft due west of the edge of the H-shaped illusion.

ROUND SEVEN (posted ahead of my actual initiative)

The fire elementals from the previous turn continue to spread out and damage enemies.

as a reminder that is 79 damage to any mummies that have them on them, and the rest of the myceloids (up to 64 total mummies+myceloids) will take either 53 if they are not vulnerable to fire or 79 if they are vulnerable to fire. The save is DC 46 which I believe the myceloids can only pass on a 20 but the mummies pass on a 5. There is half damage on a success (im spending a shadow point to make them roll 3x and take worst) and if they are vulnerable to fire the half damage is then multiplied by 1.5. How many mummies remain?

Miqeo will now have the H-shaped illusion disappear, as if it never existed. He will move it, while inert, to cover the hole that the reinforcements are expected to arrive from. It will remain inert this round. takes all of his actions to move it over there

what are the dimensions of the hole? it will be needed to determine the shape of the illusion as it has a finite maximum size.


Miqeo wrote:

again, my position has not been updated. I am 150ft due west of the edge of the H-shaped illusion.

ROUND SEVEN (posted ahead of my actual initiative)

The fire elementals from the previous turn continue to spread out and damage enemies.

as a reminder that is 79 damage to any mummies that have them on them, and the rest of the myceloids (up to 64 total mummies+myceloids) will take either 53 if they are not vulnerable to fire or 79 if they are vulnerable to fire. The save is DC 46 which I believe the myceloids can only pass on a 20 but the mummies pass on a 5. There is half damage on a success (im spending a shadow point to make them roll 3x and take worst) and if they are vulnerable to fire the half damage is then multiplied by 1.5. How many mummies remain?

Miqeo will now have the H-shaped illusion disappear, as if it never existed. He will move it, while inert, to cover the hole that the reinforcements are expected to arrive from. It will remain inert this round. takes all of his actions to move it over there

what are the dimensions of the hole? it will be needed to determine the shape of the illusion as it has a finite maximum size.

There are two mummies. I think it's Round 6, not 7.

Sorry, there's a lot going on -- I'll move you on the map.

The hole between the Sporulation Chamber and the Gullet is about 25ft. across.

You can go ahead and make all the necessary rolls for damage for the enemies and tell me the results.


map Half-fiend Imperial Foo Cat Fey Adept(Skulker)/Incanter/Symbiat(Invidian) 6

f ton of rolls:

mummies pass on a 5.

1d20 ⇒ 4
1d20 ⇒ 16
1d20 ⇒ 8 fail, 79 damage

1d20 ⇒ 5
1d20 ⇒ 13
1d20 ⇒ 11 pass, 39 damage

myceloids pass on a nat 20 but as they roll 3x and take worst it is very unlikely

1d20 ⇒ 9
1d20 ⇒ 11
1d20 ⇒ 10

1d20 ⇒ 12
1d20 ⇒ 18
1d20 ⇒ 1

1d20 ⇒ 14
1d20 ⇒ 8
1d20 ⇒ 1

1d20 ⇒ 17
1d20 ⇒ 6
1d20 ⇒ 17

1d20 ⇒ 14
1d20 ⇒ 14
1d20 ⇒ 11

1d20 ⇒ 2
1d20 ⇒ 9
1d20 ⇒ 14

1d20 ⇒ 20
1d20 ⇒ 12
1d20 ⇒ 12

1d20 ⇒ 13
1d20 ⇒ 19
1d20 ⇒ 7

1d20 ⇒ 17
1d20 ⇒ 11
1d20 ⇒ 14

1d20 ⇒ 18
1d20 ⇒ 18
1d20 ⇒ 4

1d20 ⇒ 18
1d20 ⇒ 8
1d20 ⇒ 12

1d20 ⇒ 7
1d20 ⇒ 4
1d20 ⇒ 6

1d20 ⇒ 17
1d20 ⇒ 12
1d20 ⇒ 8

1d20 ⇒ 1
1d20 ⇒ 16
1d20 ⇒ 18

1d20 ⇒ 4
1d20 ⇒ 14
1d20 ⇒ 4

1d20 ⇒ 10
1d20 ⇒ 13
1d20 ⇒ 19

1d20 ⇒ 12
1d20 ⇒ 5
1d20 ⇒ 9

1d20 ⇒ 2
1d20 ⇒ 14
1d20 ⇒ 6

1d20 ⇒ 9
1d20 ⇒ 20
1d20 ⇒ 18

1d20 ⇒ 19
1d20 ⇒ 17
1d20 ⇒ 6

1d20 ⇒ 18
1d20 ⇒ 6
1d20 ⇒ 19

1d20 ⇒ 12
1d20 ⇒ 12
1d20 ⇒ 5

1d20 ⇒ 5
1d20 ⇒ 20
1d20 ⇒ 4

1d20 ⇒ 11
1d20 ⇒ 4
1d20 ⇒ 7

1d20 ⇒ 20
1d20 ⇒ 14
1d20 ⇒ 6

1d20 ⇒ 15
1d20 ⇒ 18
1d20 ⇒ 2

1d20 ⇒ 19
1d20 ⇒ 4
1d20 ⇒ 14

1d20 ⇒ 8
1d20 ⇒ 7
1d20 ⇒ 1

1d20 ⇒ 6
1d20 ⇒ 8
1d20 ⇒ 15

1d20 ⇒ 20
1d20 ⇒ 2
1d20 ⇒ 13

1d20 ⇒ 19
1d20 ⇒ 18
1d20 ⇒ 12

1d20 ⇒ 6
1d20 ⇒ 9
1d20 ⇒ 8

1d20 ⇒ 5
1d20 ⇒ 2
1d20 ⇒ 13

1d20 ⇒ 14
1d20 ⇒ 10
1d20 ⇒ 14

1d20 ⇒ 18
1d20 ⇒ 14
1d20 ⇒ 3

1d20 ⇒ 19
1d20 ⇒ 4
1d20 ⇒ 2

1d20 ⇒ 10
1d20 ⇒ 19
1d20 ⇒ 10

1d20 ⇒ 4
1d20 ⇒ 19
1d20 ⇒ 12

1d20 ⇒ 2
1d20 ⇒ 19
1d20 ⇒ 11

1d20 ⇒ 16
1d20 ⇒ 13
1d20 ⇒ 10

1d20 ⇒ 7
1d20 ⇒ 13
1d20 ⇒ 19

1d20 ⇒ 5
1d20 ⇒ 9
1d20 ⇒ 13

1d20 ⇒ 12
1d20 ⇒ 8
1d20 ⇒ 7

1d20 ⇒ 18
1d20 ⇒ 17
1d20 ⇒ 4

1d20 ⇒ 11
1d20 ⇒ 3
1d20 ⇒ 9

1d20 ⇒ 5
1d20 ⇒ 15
1d20 ⇒ 7

1d20 ⇒ 10
1d20 ⇒ 14
1d20 ⇒ 9

1d20 ⇒ 20
1d20 ⇒ 1
1d20 ⇒ 13

1d20 ⇒ 3
1d20 ⇒ 17
1d20 ⇒ 3

1d20 ⇒ 14
1d20 ⇒ 18
1d20 ⇒ 17

1d20 ⇒ 18
1d20 ⇒ 11
1d20 ⇒ 4

1d20 ⇒ 10
1d20 ⇒ 9
1d20 ⇒ 2

1d20 ⇒ 8
1d20 ⇒ 9
1d20 ⇒ 20

1d20 ⇒ 15
1d20 ⇒ 18
1d20 ⇒ 17

1d20 ⇒ 3
1d20 ⇒ 6
1d20 ⇒ 8

1d20 ⇒ 20
1d20 ⇒ 17
1d20 ⇒ 1

1d20 ⇒ 5
1d20 ⇒ 19
1d20 ⇒ 17

1d20 ⇒ 10
1d20 ⇒ 13
1d20 ⇒ 9

1d20 ⇒ 6
1d20 ⇒ 7
1d20 ⇒ 10

1d20 ⇒ 6
1d20 ⇒ 9
1d20 ⇒ 20

1d20 ⇒ 6
1d20 ⇒ 3
1d20 ⇒ 7

1d20 ⇒ 14
1d20 ⇒ 5
1d20 ⇒ 2

none of them passed. so they either take 53 if they are NOT vulnerable to fire, or 79 if they ARE vulnerable to fire


OK, all the myceloids will die next round if that effect continues.

I assume everyone is still invisible or whatever, and thus can't be targeted by the turrets?

If Hamza would please post 2 rounds of hits by the assassins, I think we could put the remaining two mummies out of their misery and move on with things. I'm pretty sick of this combat, and I'm pretty sure I'm not the only one, and I'll make adjustments in the future. This was a learning process.

I assume the hexapede droid and the scorpion droid are still fascinated and under suggestion, does that mean they start attacking the turrets or myceloids?


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

Round 5

The Assassins decide to take a moment to fully recover their expended maneuvers. The assassins each take a full round action to recover up to 4 maneuvers, which lets them get back both.

Round 6

Once more, the assassins infuse their attacks with deadly heat. Swift action, initiating Searing break, adding 3d6 fire to all their attacks.

They again hurl their fiery blasts of shadow at the mummy that wasn't tossed aside by SADIE. Shadow Feather Strike, vs touch AC

Assassins Attacks 1:

1d20 + 21 ⇒ (13) + 21 = 34

1d20 + 21 ⇒ (20) + 21 = 41

1d20 + 21 ⇒ (4) + 21 = 25

1d20 + 21 ⇒ (9) + 21 = 30

1d20 + 21 ⇒ (12) + 21 = 33

1d20 + 21 ⇒ (7) + 21 = 28

1d20 + 21 ⇒ (6) + 21 = 27

1d20 + 21 ⇒ (11) + 21 = 32

1d20 + 21 ⇒ (10) + 21 = 31

1d20 + 21 ⇒ (7) + 21 = 28

1d20 + 21 ⇒ (9) + 21 = 30

1d20 + 21 ⇒ (8) + 21 = 29

1d20 + 21 ⇒ (4) + 21 = 25

1d20 + 21 ⇒ (8) + 21 = 29

1d20 + 21 ⇒ (4) + 21 = 25

1d20 + 21 ⇒ (16) + 21 = 37

1d20 + 21 ⇒ (16) + 21 = 37

1d20 + 21 ⇒ (2) + 21 = 23

1d20 + 21 ⇒ (4) + 21 = 25

1d20 + 21 ⇒ (15) + 21 = 36

1d20 + 21 ⇒ (7) + 21 = 28

1d20 + 21 ⇒ (2) + 21 = 23

1d20 + 21 ⇒ (3) + 21 = 24

1d20 + 21 ⇒ (4) + 21 = 25

All 24 attacks hit, 1 is a possible crit

1d20 + 21 ⇒ (7) + 21 = 28 for 8d6 + 28 + 3d6 + 5d6 + 2d4 ⇒ (4, 2, 2, 3, 5, 6, 3, 3) + 28 + (4, 1, 3) + (2, 1, 6, 4, 4) + (1, 3) = 85 damage, 70 profane, 16 fire.

Damage:

To save time, I'm going to roll all the damage at once. There's just far too many attacks.

92d6 + 414 + 69d6 ⇒ (5, 2, 3, 3, 2, 2, 3, 4, 1, 5, 1, 5, 3, 3, 4, 5, 2, 4, 4, 1, 2, 3, 1, 4, 1, 3, 3, 4, 2, 3, 4, 6, 5, 2, 5, 1, 6, 3, 1, 1, 3, 4, 4, 6, 5, 6, 6, 1, 4, 3, 3, 2, 1, 4, 1, 3, 3, 3, 3, 5, 5, 2, 3, 5, 1, 4, 6, 2, 4, 4, 3, 1, 1, 5, 2, 1, 3, 6, 1, 3, 1, 1, 1, 6, 5, 4, 2, 6, 1, 2, 1, 5) + 414 + (6, 4, 1, 2, 4, 3, 5, 6, 4, 2, 3, 6, 4, 4, 6, 4, 3, 6, 6, 1, 3, 5, 1, 4, 6, 3, 1, 6, 5, 6, 6, 6, 5, 5, 2, 6, 5, 6, 6, 3, 2, 2, 5, 4, 1, 3, 2, 1, 1, 3, 1, 5, 3, 3, 4, 2, 3, 4, 6, 3, 1, 5, 5, 1, 3, 6, 3, 5, 6) = 966

100d6 + 15d6 + 46d4 ⇒ (5, 3, 6, 3, 1, 3, 3, 5, 6, 1, 5, 3, 4, 4, 5, 3, 3, 3, 4, 1, 6, 3, 3, 4, 4, 2, 6, 5, 2, 1, 1, 6, 2, 5, 4, 5, 3, 2, 6, 3, 3, 5, 4, 1, 1, 6, 6, 4, 1, 1, 2, 2, 4, 6, 4, 2, 5, 1, 5, 1, 4, 3, 5, 1, 3, 2, 6, 3, 3, 3, 4, 6, 1, 2, 4, 5, 3, 3, 4, 3, 3, 3, 4, 3, 5, 3, 5, 1, 3, 5, 6, 1, 5, 4, 6, 6, 2, 2, 4, 3) + (4, 2, 6, 4, 2, 1, 2, 5, 3, 2, 5, 3, 6, 4, 1) + (4, 1, 1, 1, 2, 3, 1, 4, 2, 3, 1, 3, 3, 4, 4, 4, 2, 1, 2, 3, 1, 4, 2, 4, 1, 3, 3, 2, 4, 1, 3, 3, 1, 1, 4, 1, 1, 4, 4, 3, 1, 3, 1, 1, 4, 1) = 510

1,816 damage. 1,036 profane, 781fire, including 50% for vulnerability. That mummy is dead.


OK 1 mummy left, and I think it's prone or something.


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 |

just grappled, i think


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

Amunet-Ra kills the mummy...

Flurry of Stars: 1d20 + 44 ⇒ (4) + 44 = 482d6 + 50 + 4d6 ⇒ (2, 5) + 50 + (6, 6, 1, 4) = 74
Flurry of Stars: 1d20 + 44 ⇒ (2) + 44 = 462d6 + 50 + 4d6 ⇒ (5, 4) + 50 + (3, 1, 4, 4) = 71
Flurry of Stars: 1d20 + 44 ⇒ (11) + 44 = 552d6 + 50 + 4d6 ⇒ (4, 2) + 50 + (3, 6, 3, 2) = 70
Flurry of Stars: 1d20 + 44 ⇒ (1) + 44 = 452d6 + 50 + 4d6 ⇒ (4, 5) + 50 + (4, 4, 5, 1) = 73
Flurry of Stars: 1d20 + 44 ⇒ (14) + 44 = 582d6 + 50 + 4d6 ⇒ (2, 1) + 50 + (3, 2, 1, 6) = 65

Flurry of Stars: 1d20 + 44 - 5 ⇒ (19) + 44 - 5 = 582d6 + 50 + 4d6 ⇒ (1, 2) + 50 + (6, 4, 1, 5) = 69

Flurry of Stars: 1d20 + 44 - 10 ⇒ (11) + 44 - 10 = 452d6 + 50 + 4d6 ⇒ (4, 4) + 50 + (3, 5, 1, 1) = 68

...and anything else that is worth killing with a flurry of shuriken.
She is still invisible.


Actually, looking at this, between the assassins and Amunet-Ra, that's over 3,000 damage, not counting anything else. If you just distribute that a bit, both mummies are dead. The rest of the myceloids auto-die next round from Miqeo's effect. You still have one round before the reinforcements close from the west. Roll for myceloid spores, but otherwise, we can assume Miqeo can finish killing them, and we can move onto blocking the new forces.

The remaining apprentices die with a pitiable groan which shakes the very foundations of the vast chamber, causing it to shake with terrifying tremulations.


I'll let anyone else post their actions for this round who wants to -- in Round 7 all the rest of the foes in this chamber die if Miqeo keeps up the effect. You have one free round to prepare for reinforcements..

"And stay dead!"


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, with the myceloids that had been intending to spore him knocked higher into the air before being incinerated, was free to turn his attention to their most pressing threat--The sounds emanating from the reinforcements. It promised to be another massive fight, and quite frankly he didn't have a lot he could do to stop them. What he could do was get in range and use a little bit of Grey Magic...

...So, nearing toward where the reinforcements were expected to come from, he drew from the Land of the Dead, and infused the ground with maleficent spirits, whose uncountable masses made it difficult to find purchase upon the ground.

Tyren's casting Grease where we're expecting the enemies to come from.

SADIE, turning her attention from the apprentices who had now fallen, turns her scanners toward the opening. She speaks a few brief words with Tyren, who directs her as to the estimated location of the Grease, and she takes her place standing before it, acting as a gatekeeper to the room.
SADIE is going to go ahead and move in front of the Grease, set up a Patrol area, and then move the Tactics area to border the Grease.

Finally, Captain Le-Xan jumped onto the highest, furthest rock he could get purchase upon, so that he could have clear vision of the battlefield when the swarms came in.
Le-Xan's just picking the highest spot available. He'll be doing another full-action Dragoon Leap to get there.


Tyren Lourofesh wrote:

Tyren, with the myceloids that had been intending to spore him knocked higher into the air before being incinerated, was free to turn his attention to their most pressing threat--The sounds emanating from the reinforcements. It promised to be another massive fight, and quite frankly he didn't have a lot he could do to stop them. What he could do was get in range and use a little bit of Grey Magic...

...So, nearing toward where the reinforcements were expected to come from, he drew from the Land of the Dead, and infused the ground with maleficent spirits, whose uncountable masses made it difficult to find purchase upon the ground.

Tyren's casting Grease where we're expecting the enemies to come from.

SADIE, turning her attention from the apprentices who had now fallen, turns her scanners toward the opening. She speaks a few brief words with Tyren, who directs her as to the estimated location of the Grease, and she takes her place standing before it, acting as a gatekeeper to the room.
SADIE is going to go ahead and move in front of the Grease, set up a Patrol area, and then move the Tactics area to border the Grease.

Finally, Captain Le-Xan jumped onto the highest, furthest rock he could get purchase upon, so that he could have clear vision of the battlefield when the swarms came in.
Le-Xan's just picking the highest spot available. He'll be doing another full-action Dragoon Leap to get there.

From their position at the western edge of the large, shadow-filled cavern, Tyren and his allies can see a large aperture, at least 25 paces wide and high, leading in the direction of the setting sun.

Curiously, the tunnel appears to be made of organic material, as if it were some sort of vast throat.

The very thought is certainly unsettling.

Barreling down this large cutaneous opening is an enormous assemblage, appearing to number somewhere around a half thousand in number. The war party is composed of row upon marshaled row of myceloids.

Winthin their midst are enormous mushroom-like monstrosities that fill the entire width and breadth of the tunnel, and move forward ponderously with eight large, trunk-like legs. The strange fungal behemoths roar with bloodlust and anger as they approach.


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)

As the immediate foes begin to perish, Rokan turns his attention to the crevice.

Perhaps I could gather a swath of entangling debris right at the opening where the reinforcements will arrive. As the first of them become entangled, the rest might bunch up and begin to fall from their climb...

Oops, I thought it was more of a straight-down afair.


Rokan the Ascetic wrote:

As the immediate foes begin to perish, Rokan turns his attention to the crevice.

Perhaps I could gather a swath of entangling debris right at the opening where the reinforcements will arrive. As the first of them become entangled, the rest might bunch up and begin to fall from their climb...

Oops, I thought it was more of a straight-down afair.

If you look at the maps and images tab, it's depicted on the pdf at the top -- it displays the room you're in (the sporulation chamber), one big one to the north (the convocation chamber), and a large corridor to the west (the gullet).

Rokan catches sight of an enormous company of myceloids charging at a blind pace down the large corridor to the west. Within their densely-packed ranks, a number of immense behemoths with the appearance of eight-legged mushrooms roar fearsomely into the subterranean air.


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 manifests Entangling Debris in the direction of the oncoming myceloids.

Entangling Debris, 40' radius centered in the oncoming hoard, augmented by 4 power points for 2d6 extra damage per round of failed reflex save in it; Reflex DC16


Quote:

In answer to the in-game question, I imagine they'd just start seizing any stoneburner/voidcorp technology that's of significant value. They'd *probably*, if I were a Droid, start by disassembling the most dangerous components first, but I dunno if that's Void-Corp logic. They might not fire unless they are fired upon.

Tyren Lourofesh 10:05 am | Flag | List | Reply

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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:

Angvar Thestlecrit

Hmm. If they were planning on enslaving them, that's an important detail. It means that life is a commodity. Any life that's considered Stoneburner-aligned, then, would be an asset. It means that the Droids need to figure out some way of securing those life-forms for transportation and prevent them from escaping.

The important detail is if the amount of life-forms belonging to Stoneburners is considered greater in value than the factory. If not, then they'd still probably value the factory more.

Sebecloki 10:09 am | Flag | List | Reply

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Wikkawak

Ok -- that's enough for me to go on.

Tyren:

The two remaining droids hover over the large rift in the middle of the cavern, apparently blocked from some unseen entrance. After several minutes of unproductive probing, they disperse, heading towards the oncoming horde of myceloids.


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 raises an eyebrow as he watches the Droids fly over a seemingly ordinary hole in the ground, before seeming to parse that there were, in fact, no Stoneburner assets in the hole. A rather safe assumption to come to, but their decision to turn toward the Myceloid horde was of especial note. Tyren smiled. He looked over to his allies, "My companions, I believe this battle will be largely won by simply preventing them from approaching." He gestured toward the droids, "As they shall be our engines of destruction."

Though he had no intention of stopping there; he had a variety of herbicides, he simply needed to select which ones to apply. Well, there's about 500 Myceloids. A large quantity of those berserker type myceloids. If I push myself to the limit, I can poison perhaps, oh...One twentieth of those? Tyren scrutinized the corridor, Yes..I think that'll be adequate. Those columns would be rather limiting for maneuvers.


Tyren Lourofesh wrote:

Tyren raises an eyebrow as he watches the Droids fly over a seemingly ordinary hole in the ground, before seeming to parse that there were, in fact, no Stoneburner assets in the hole. A rather safe assumption to come to, but their decision to turn toward the Myceloid horde was of especial note. Tyren smiled. He looked over to his allies, "My companions, I believe this battle will be largely won by simply preventing them from approaching." He gestured toward the droids, "As they shall be our engines of destruction."

Though he had no intention of stopping there; he had a variety of herbicides, he simply needed to select which ones to apply. Well, there's about 500 Myceloids. A large quantity of those berserker type myceloids. If I push myself to the limit, I can poison perhaps, oh...One twentieth of those? Tyren scrutinized the corridor, Yes..I think that'll be adequate. Those columns would be rather limiting for maneuvers.

There are a pair of blast doors they can't get through that aren't open. Because they can't get there now, they're headed towards the end of the hall to the west, which contains a Stoneburner mutated creature they're intending to cut out of the rocky crevasse in which it is nested.


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

Now that the immediate danger has passed, Hamza looks to their allies in Itko and the drakes. "We have held up our end of the bargain so far. However, I believe the dread wraith has fled the battlefield and gone into hiding, fearing for it's unlife. I do not suppose any of the three of you have the ability to track our prey or otherwise assist us in reaching it?"


Hamza Mīnakshi wrote:
Now that the immediate danger has passed, Hamza looks to their allies in Itko and the drakes. "We have held up our end of the bargain so far. However, I believe the dread wraith has fled the battlefield and gone into hiding, fearing for it's unlife. I do not suppose any of the three of you have the ability to track our prey or otherwise assist us in reaching it?"

"Know Hamza of the House Mīnakshi, that the fiend known as Kchac'Thraa the Inimitable has not yet appeared before us in its full powers, but rather merely in effigy within the visual displays perched atop the automatons that only just now have fled down the corridor to the west."

"During my prior visitations to this dolorous clime, I have had the opportunity to explore more of its terrible reaches. I am certain that the fiend resides below us, within a large volcanic shaft which connects this chamber, the spawning ground of its chief ally and mouthpiece, Shraagroom the myceloid seer, with the ruins of an ancient forge works. This devilish smithery once spat forth the most awful weapons in the service of a terrible conflict at the close of the Blue Age."

The druid gestures northwards,

"Otherwise, I know that the summoning chamber of the fiend lies to the north. Here, he draws forth his most terrible powers, and invites visitations from the dreadest inhabitants of the Elemental Strongholds and the Endless Wastes of the Gray."

Itko then points to the west, where the mass of myceloid reinforcements is quickly approaching.

"These have arisen from the maw of a vast beast which nests in an great chamber at the end of yonder causeway."

He then returns to the pointed edge of Hamza's question,

"I am happy to provide additional intelligence regarding these areas, and render what service we may. First, we must deal with the new forces dispatched by the fiend. I see within their number several of the behemoth shroomamoths created by the sinister experimentations of the myceloid alchemist and summoner Oolugooth. They are terrible foes."


Itko Boranchakara wrote:
Hamza Mīnakshi wrote:
Now that the immediate danger has passed, Hamza looks to their allies in Itko and the drakes. "We have held up our end of the bargain so far. However, I believe the dread wraith has fled the battlefield and gone into hiding, fearing for it's unlife. I do not suppose any of the three of you have the ability to track our prey or otherwise assist us in reaching it?"

"Know Hamza of the House Mīnakshi, that the fiend known as Kchac'Thraa the Inimitable has not yet appeared before us in its full powers, but rather merely in effigy within the visual displays perched atop the automatons that only just now have fled down the corridor to the west."

"During my prior visitations to this dolorous clime, I have had the opportunity to explore more of its terrible reaches. I am certain that the fiend resides below us, within a large volcanic shaft which connects this chamber, the spawning ground of its chief ally and mouthpiece, Shraagroom the myceloid seer, with the ruins of an ancient forge works. This devilish smithery once spat forth the most awful weapons in the service of a terrible conflict at the close of the Blue Age."

The druid gestures northwards,

"Otherwise, I know that the summoning chamber of the fiend lies to the north. Here, he draws forth his most terrible powers, and invites visitations from the dreadest inhabitants of the Elemental Strongholds and the Endless Wastes of the Gray."

Itko then points to the west, where the mass of myceloid reinforcements is quickly approaching.

"These have arisen from the maw of a vast beast which nests in an great chamber at the end of yonder causeway."

He then returns to the pointed edge of Hamza's question,

"I am happy to provide additional intelligence regarding these areas, and render what service we may. First, we must deal with the new forces dispatched by the fiend. I see within their number several of the behemoth shroomamoths created by the sinister experimentations of...

The mysterious elf interjects, having now materialized once again before the other members of the Company of the Broken Tablet,

"During my previous sojourn in the ruins of Great Kalidnay some several years past, I had intelligence of this tribe of mold men."

"In shot, the druid speaks truly. Before the apparent intervention of the kreen wraith known as Kchac'Thraa, this clan, whose name is the Soordogum Tribe by the Serpent Singer Elf Hunter-Seeker scouts from which I received this intelligence, had arisen from the depths of the earth beneath the Rift of Baltoush, the great riverine rift which lies to the south of the present-day ruins of Kalid-Ma's former metropolis."

"The Soordogum Tribe is lead by three potenates among the myceloids."

"The first is Shraagroom the Sporulator, an ancient mystic who dares to convene regularly with the spirits of the dead and the dangerous entities that inhabit the varied Elemental Strongholds of the Inner Planes. I would surmise that its is this entity which awoke Kchac'Thraa the Inimitible from its ages-long slumber, an ill-considered gambit to expand the tribe's powers and domain within its newly-chosen hunting grounds within the caverns abutting the Tomb of the Tra'La'Yee the Keymaster of the Red God. Indeed, Shraagroom's tempting of the nether regions has likely resulted in his tribe becoming the servants of Kchac'Thraa and its minions. If I had to guess, I would assume Shraagroom is ensconced within the great domed hall known as the Convocation Chamber, which lies to the north of this cavern, the latter which the Hunter-Seekers of the Serpent Singers referred to as the 'Spawning Grounds' or the 'Sporulation Chamber'."

"The second of the myceloids leaders is the Breedmaster Oolugooth, to whom Itko just referred. It is responsible for the creation of the Soordogum Tribe's many warbeasts, including the lumbering shroomamoths currently barreling towards our position from the west. The Hunter-Seekers also communicated to me that Oolugooth has created a number of myceloid mutations, including misshapen berseker thugs they dubbed "Shriekers."" The Breedmaster is said to make his lair in the gullet of a great beast which resides within a cavern to the west, and the termination of the weird causeway known as 'the gullet'. The Hunter-Seekers believed the entirety of the The Gullet and The Maw might well be part of some gigantic elder monstrosity burrowed within the earth beneath the ruined city. In other words, let us proceed with all due caution."

"The third of the myceloid's leaders is the assassin known as Iglulloorsh the Ravener. According to the reports I received from the Hunter-Seekers, this terrible entity operates invisibly, and possesses powerful poisonous weapons which it employs against the enemies of the Soordogum Tribe. It is probably guarding Shraagroom in the Convocation Chamber. Any assault on the tribe's seer will be contested by this deadly body guard."

"The Dreadseers of the Serpent-Singers, including the venerable Anubisemononekeh with whom we held audience in the ancient Temple of Atiamenkhet before entering the halls which the elves refer to as the Mortuaries of the Mantis Priests, we of the opinion that the myceloids had perhaps regretted arousing the ancient kreen from their slumber, and that they might be persuaded, with the proper aid and encouragement, to turn upon their new masters. I am not sure if this speculation on the part of the Serpent Singers was occasioned by their feverish desire to reclaim the ancestral heirlooms currently lost within the depths of these dreadful caves."


The diminutive druid glances about nervously, fixing his eyes on the roaring fungal behemoths and the hordes of myceloids now confronting the arcane barriers erected by Miqeo and Tyren.

"Well, whatever we are going to do, let us do it quickly friends, I fear any long delay will only see us cast into worst straights than that in which we now find ourselves."


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

Hamza turns to Slavathras and asks the elf "In your estimation, what are the chances Shraagroom would be open to negotiation? While I do not doubt our ability to slay the mushroom hordes, it would be both a waste of time and resources. They are not our true enemy."


Hamza Mīnakshi wrote:
Hamza turns to Slavathras and asks the elf "In your estimation, what are the chances Shraagroom would be open to negotiation? While I do not doubt our ability to slay the mushroom hordes, it would be both a waste of time and resources. They are not our true enemy."

"It would, indeed, present a most serious and extended labor to completely annihilate the Soordogum Tribe. At the same time, I cannot honestly claim that any expectation of parlay is not simply the wishful imaginations of the Dreadseers of the Serpent Singers, who have desired intently for a long age to reclaim their relics from these ancient caverns."

"Nevertheless, I think I can claim with some justification from my many travels that I possess some verifiable intuition in such matters. Were we to adopt this course, I would advise we seek first Shraagroom the Sporulator in his Chamber of Convocations. He is the nearest to a true leader possessed by the Soordogum Tribe, and we would need to secure his troth first in any attempt to turn the fungus men against their new masters."

Can someone clarify what exactly is halting the myceloid horde at this point, I need to figure out if they can somehow get around the current obstacles.


map Half-fiend Imperial Foo Cat Fey Adept(Skulker)/Incanter/Symbiat(Invidian) 6

I have an illusion there, with a high save DC, and any that fail allow me to choose their direction of movement and target of any spells or actions.


Miqeo wrote:
I have an illusion there, with a high save DC, and any that fail allow me to choose their direction of movement and target of any spells or actions.

OK, I'll try to throw some stats up in the next day or so to do the DC's. I may not have time until Monday to do so, I'm about to head out to an all night shift at my lab.


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 threw down entangling debris in their path. They need some saves to get through, and take damage on the way.


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|

And for the final layer of defense, grease and a copious number of AoOs to get through. If those assassins lined up with SADIE, she could switch her Tactician ability to grant them all Paired Opportunist, which would mean that each would be proccing an AoO when SADIE does.


Male Yaksha Shadow Lord Stalker 10/Harbinger 10(gestalt) Trickster 2(mythic), Mage Hunter 2
Slavathras of the Deadlands wrote:
Were we to adopt this course, I would advise we seek first Shraagroom the Sporulator in his Chamber of Convocations. He is the nearest to a true leader possessed by the Soordogum Tribe, and we would need to secure his troth first in any attempt to turn the fungus men against their new masters."[/b]

Hamza nods, "That's who I suggested we go attempt to parley with first. Would you care to accompany me, to make sure I don't make any mistakes? The rest of our allies can deal with incoming horde, should negotiations fall through."


Hamza Mīnakshi wrote:
Slavathras of the Deadlands wrote:
Were we to adopt this course, I would advise we seek first Shraagroom the Sporulator in his Chamber of Convocations. He is the nearest to a true leader possessed by the Soordogum Tribe, and we would need to secure his troth first in any attempt to turn the fungus men against their new masters."[/b]
Hamza nods, "That's who I suggested we go attempt to parley with first. Would you care to accompany me, to make sure I don't make any mistakes? The rest of our allies can deal with incoming horde, should negotiations fall through."

The elf grimaces noticeably at Hamza's suggestion,

"Me? Accompany you northward to the Convocation Chambers?"

Hamza, please roll for Perception and Sense Motive.


Slavathras of the Deadlands wrote:
Hamza Mīnakshi wrote:
Slavathras of the Deadlands wrote:
Were we to adopt this course, I would advise we seek first Shraagroom the Sporulator in his Chamber of Convocations. He is the nearest to a true leader possessed by the Soordogum Tribe, and we would need to secure his troth first in any attempt to turn the fungus men against their new masters."[/b]
Hamza nods, "That's who I suggested we go attempt to parley with first. Would you care to accompany me, to make sure I don't make any mistakes? The rest of our allies can deal with incoming horde, should negotiations fall through."

The elf grimaces noticeably at Hamza's suggestion,

"Me? Accompany you northward to the Convocation Chambers?"

Hamza, please roll for Perception and Sense Motive.

I believe this scurrilous creature's hesitancy may be borne of the rumors that Shraagroom has frequently trafficked in his conjurations not only with the mechanical horrors and virulent insectile undead which remain as a grim testament of this ruin's ancient battles, but also the enigmatic creatures of the Gray known alternatively as the Reapers or Reavers.

These sly collectors of souls are known particularly to desire the spirits of elves for their troves, and nourish an especial hunger for the living essences of the Thought Maker Tribe.


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

Seb, should I make those rolls with my old stats, or the new updated ones?


New ones.


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

1d20 + 31 + 1d8 ⇒ (19) + 31 + (1) = 51 Perception, spending a Ki point to add +4, and a inspiration point to add +1d8

1d20 + 30 + 1d8 ⇒ (15) + 30 + (7) = 52 Sense Motive, spending a Ki point to add +4, and a inspiration point to add +1d8


Hamza Mīnakshi wrote:

1d20+31+1d8 Perception, spending a Ki point to add +4, and a inspiration point to add +1d8

1d20+30+1d8 Sense Motive, spending a Ki point to add +4, and a inspiration point to add +1d8

Hamza Mīnakshi: Perception:

Slavathas is genuinely frightened of whatever it is he thinks lurks in the conjuration chamber to the north and would rather not accompany Hamza. He flinches slightly at the mention of the 'Reapers'.

Hamza Mīnakshi: Sense Motive:

Slavathras wants to avoid any encounter with these entities of the Gray.


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Shroomammoth stats for the relevant rolls.

Shroomammoth (CR 22/MR 9)
NE Gargantuan planet (mythic)
Init +13/-7MF, dual initiativeMA; Senses darkvision 60 ft., low-light vision; Perception +28

Defense
AC 41, touch 6, flat-footed 41 (+35 natural, –4 size)
Wounds 420; Vigor 3,420
Fort +23, Ref +12, Will +11; second saveMA
Defensive Abilities DR 10/epic; Immune cold, mind-affecting effects, poison

Offense
Speed 10 ft., swim 40 ft., jet 280 ft.
Melee 2 arms +28 (2d6+12/19–20 plus grab), 8 tentacles +26 (1d8+6/19–20 plus grab), bite +28 (2d8+12)
Space 20 ft.; Reach 20 ft. (40 ft. with tentacles, 60 ft. with arms)
Special Attacks battle podsMA, compel plants, constrict (1d4+5), create spawn, energy drainMA (2 levels, DC 24), entrapMA (DC 21, 1d10 rounds, hardness 5, hp 10), mythic power (5/day, surge 1d8)

Spell-Like Abilities (CL 9th; concentration +17)
Constant—detect good, speak with plants, tongues
At will—veil (self only) (DC 24)
3/day—charm monster (DC 22), detect thoughts (DC 20), suggestion (DC 21)
1/day—dominate person (DC 23), mind fog (DC 23), slow (DC 21)

Statistics
Str 34, Dex 10, Con 33, Int 21, Wis 20, Cha 21
Base Atk +20; CMB +36 (+40 grapple, +38 trip); CMD 48 (can’t be tripped)
Feats Arms of the DeepMF, Bleeding CriticalMF, Blind-Fight, Combat Expertise, Critical Focus, Improved Critical (arms), Improved Critical (tentacles), Improved InitiativeMF, Improved Trip, Inescapable GraspMF, Multiattack, Power AttackMF
Skills Intimidate +25, Knowledge (geography) +25, Knowledge (nature) +25, Perception +28, Stealth +11, Swim +43, Use Magic Device +25
Languages Aquan, Common
SQ clouds of darknessMA, tenacious grapple

Ecology
Environment any underground
Organization solitary
Treasure triple

Special Abilities

Battle Pods (Su) A mythic shroomammoth fights in coordination with her sporepods. Sporepods count as allies to the fungus queen and to one another and can provide flanking. In addition, her tentacles are treated as having 10-foot reach when she designates them to attack through a sporepod. Until the beginning of her next turn, they threaten all squares within 10 feet and can make any number of attacks of opportunity, though tentacles that are grappling cannot be used to make attacks of opportunity.

Compel Plants (Su) A mythic shroomammoth’s mind-affecting powers and spell-like abilities (and spells, should the shroomammoth gain the ability to cast them) affect plant creatures, including mindless plant creatures, as if they weren’t immune to mind-affecting effects. In addition, she can communicate with ordinary plants and compel them to answer her questions as if using a constant speak with plants effect.

Create Spawn (Su) A creature that would normally be slain by a shroomammoth’s energy drain attack is not killed. Instead, it immediately loses all negative levels imparted by the shroomammoth and transforms into a fungus-infested minion of the shroomammoth. Such creatures gain the fungoid simple template. The creature’s type changes to plant, and it gains all of the traits of the plant type (increasing its CR by 1). The creature gains telepathy 100 ft. with other fungoid creatures and its alignment changes to chaotic evil. Fungoid creatures are under the control of the shroomammoth that created them, and remain enslaved until their mistress is destroyed or until they are cured of the infestation (see the facing page). A shroomammoth can communicate telepathically with her fungoid spawn at any range as long as they are on the same plane, and may have a number of Hit Dice worth of enslaved spawn totaling no more than twice her own Hit Dice; any spawn she creates that would exceed this limit become free-willed fungoid creatures. A shroomammoth may free an enslaved spawn in order to enslave a new spawn. Once freed, it can still be influenced by the shroomammoth’s compel plants and plant empathy abilities.

Energy Drain (Su) A mythic shroomammoth drains energy from a creature she lures into an act of passion, such as a kiss. An unwilling victim must be grappled or helpless before the shroomammoth can use this ability. Her kiss bestows two negative levels and has the effect of a suggestion spell, asking the victim to accept another act of passion from the shroomammoth. The victim must succeed on a DC 24 Will save to negate the suggestion. The DC is 24 for the Fortitude save to remove a negative level. Creatures killed by this attack do not die–they instead become infested with the shroomammoth’s spores (see Create Spawn). These save DCs are Charisma-based.

Fungus Legion (Su) A mythic shroomammoth can keep up to 60 Hit Dice of enslaved spawn under her command. If she frees one of her spawn from enslavement, she can spend one use of her mythic power as a full-round action to re-enslave the target (DC 24 Will negates), as long as doing so would not exceed her Hit Die limit.

Mycelial Mat (Ex) As a move action, a mythic shroomammoth can extrude a thick network of fungal filaments into the ground at her feet, filling all adjacent squares with this mycelial mat. Any non-fungal creature treats these squares as difficult terrain, and a non-fungal creature beginning its turn in one of these squares is subject to the shroomammoth’s entrap attack as the mycelial mat tries to wrap the creature in a filamentous cocoon. If the creature is prone, it takes a -4 penalty to its save against the entrap attack. Large targets gain a +4 bonus to its save against this attack. Huge or larger creatures cannot be entrapped.

Plant Empathy (Ex) This ability functions as the druid’s wild empathy, save that a shroomammoth can use this ability only on plant creatures. A shroomammoth gains a +4 racial bonus on this check. Mindless plant creatures are imparted a modicum of implanted intelligence when a shroomammoth uses this ability, allowing her to train such creatures as guardians.

Sporepod (Su) As a standard action, a shroomammoth can cause a Medium pod of fungal material to burst out of the ground at any point within 60 feet of her current location. Once created, a sporepod cannot move. If the shroomammoth travels more than 120 feet from a sporepod, it is destroyed. A shroomammoth can maintain a number of sporepods equal to her Charisma modifier (8 for a typical mythic fungus queen). As a move action, she can instantaneously travel to one of her sporepods as if using transport via plants. She can also choose to spread out her tentacle attacks among her sporepods, attacking a creature within 10 feet of any sporepod with a tentacle–she is still limited to making only four tentacle attacks as part of a full-attack action, or one as a standard action. A sporepod is an object that has an AC of 20 and 30 hit points; damage dealt to a sporepod does not harm the shroomammoth.

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