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

Game Master Sebecloki

Maps and Images:

Battlemaps:

Current Encounter Maps:

Plaza of Power: Sideview
Plaza of Power
Tarek Camp

The Lair of Kchac'Thraa the Inimitable: Overview

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

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

pngs/pdfs of battlemaps

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

Current Encounter Maps:

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

Hex Grid

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

Setting Maps

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

The World of Athas

World Map I
World Map II
World Map III

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

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

East side of the Sea of Silt

Beyond the Tablelands

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

Dark Sun Sphere

The Tablelands and Beyond

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

Giuestenal

The Ruins of Giustenal
New Giuestenal

Chapter One: The Howl of the Carrion King

Tyr Region

The Ruins of Kalidnay Overview

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

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

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

Trading Post of Kelmarane I
Trading Post of Kelmarane II

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

Temple of Elemental Earth of Kelmarane

Guard Post I
Guard Post II

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

Guild Hall of Kelmarane

Mills


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

Telepathic Reply:

"Keep her talking, I'm going to investigate the ruined caravan we were sent in search of. Hearing yourself talk is your favorite pastime, so it shouldn't be too hard for you to do."

Now that he's gotten away from Lady Arsione, Hamza steps through the shadows, and reappears among the wreckage of the caravan. He begins searching through the rubble, looking for anything important or noteworthy.

I'm a dink, and forgot we have gestalt PrCs. Hamza has Hide in Plain Sight from Shadowdancer. As long as there's dim light, he can stealth. Stealth total: 82

Gonna take 20 on Perception, for a 52


Hamza Mīnakshi wrote:

** spoiler omitted **

Now that he's gotten away from Lady Arsione, Hamza steps through the shadows, and reappears among the wreckage of the caravan. He begins searching through the rubble, looking for anything important or noteworthy.

I'm a dink, and forgot we have gestalt PrCs. Hamza has Hide in Plain Sight from Shadowdancer. As long as there's dim light, he can stealth. Stealth total: 82

Gonna take 20 on Perception, for a 52

I'm still adjusting the encounter map a bit; I'll re-post it next week. It's basically the same except I made the walls of the tarek 'fort' a lot thicker and higher.

How does Hamza get over the 100+ ft. thick and tall walls? There's no gate, the tarek spokesperson came out of a tunnel that goes under the wall.


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

How does Hamza get over the 100+ ft. thick and tall walls? There's no gate, the tarek spokesperson came out of a tunnel that goes under the wall.

Well, for starters, he can fly 65ft, good maneuverability. But, far more likely, he used either Shadow Step or Shadow Walk

Shadow Step has a range of 200ft, and I can do it several times a day. Since I was perched up on the roofs of one of the houses at the start of this scene, you told me I could see the caravan from my vantage point, so I know where I'm going.


Hamza Mīnakshi wrote:
Sebecloki wrote:

How does Hamza get over the 100+ ft. thick and tall walls? There's no gate, the tarek spokesperson came out of a tunnel that goes under the wall.

Well, for starters, he can fly 65ft, good maneuverability. But, far more likely, he used either Shadow Step or Shadow Walk

Shadow Step has a range of 200ft, and I can do it several times a day. Since I was perched up on the roofs of one of the houses at the start of this scene, you told me I could see the caravan from my vantage point, so I know where I'm going.

Good deal. I need to add another detail -- he could see the caravan because the plaza sloped downward towards the center, and gets deeper the further towards the middle one progresses. The 'top' of the haphazard fort's wall are not much above a three story building at the periphery of the vast open space.

Hamza Mīnakshi: Perception:

The yaksa easily surmounts the tall walls of the hastily-erected fort. It seems obvious from its impressive dimensions that the structure must have been established with powerful magics, likely derived from the Elemental Stronghold of Earth, or some other supernal means.

The immense barrier is some 100ft. or more in height, and of a similar breadth. It is composed of immense, partially rounded stones of roughly 10ft in diameter stacked upon one another in tight formation. Each block certainly weighs at least a ton.

It is curious that the building components of the structure do not appear to be that of native stone types.

The interior of the great ring is a circle containing the remnants of the caravan. A dozen wooden carts are drawn in a ring around a blazoning inferno. The bodies of several of the pangolin-like atodilophs and winged peterrans are roasting on a spit over the inferno. The tareks sit on the floor of the encampment and look on eagerly as one of their number rotates the spit.

Two of their large, hyena-like warbeasts patrol the area, snarling at each other and at the roasting carcasses.

A large, two-headed giant sits at the head of the horrifying assembly.

The subterranean means of egress by which the spokesperson with whom Hamza was recently conversing entered the plaza terminates just inside the ring of stones. There are two other tunnel entrances, also placed just inside the defensive ring. One bears a protective covering.


WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34

"Clearly your information is incorrect, as Orcus does indeed have the power to grant divine magic and has so for millennia."


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

kn:religion on orcus in this context: 104 = 104
kn:history on orcus, demons and elves in this context: 104 = 104
Using skill god and "this might just work"

Amunet-Ra looks at Narzor.
Orcus mh. Servant of a proclaimed god mh. Divine magic mh.

Then at Arsione again.
And you, denying to be evil, how will you achieve those goals you claim? Where and how will you get that power? What sacrifices are you planning to make and did you already do? Do you claim for yourself to create a new world, to your liking? The ones you cite weren't exactly a benevolent force and at least involved in the transformation of our world.


Amunet-Ra wrote:

[dice=kn:religion on orcus in this context]104

[dice=kn:history on orcus, demons and elves in this context]104
Using skill god and "this might just work"

Amunet-Ra looks at Narzor.
Orcus mh. Servant of a proclaimed god mh. Divine magic mh.

Then at Arsione again.
And you, denying to be evil, how will you achieve those goals you claim? Where and how will you get that power? What sacrifices are you planning to make and did you already do? Do you claim for yourself to create a new world, to your liking? The ones you cite weren't exactly a benevolent force and at least involved in the transformation of our world.

I don't have much time to write now. I'm going to start and fill in more later.

Amunet-Ra: Knowledge (Religion, History):

The extant oral, and occasionally written traditions of the many nomadic elven tribes of the Lands of the Seven Cities consistently reflect venerable traditions that this people once built a highly urban civilization. One tradition is that they once inhabited a large archipelago in the present Sea of Silt, and colonized coastal areas of the Hargalor Continent, including the Land of the Seven Cities, from this locale. Even in this distant time, the elves did not worship true gods, but rather the demon princes and princesses of the Elemental Chaos, viewing them as personifications of different fey virtues.


Narzor wrote:
"Clearly your information is incorrect, as Orcus does indeed have the power to grant divine magic and has so for millennia."

Arsione makes a derisive tip of her nose towards Narzor,

"As do the sorcerer-kings, as do the Elemental Princes of Good and Evil, and not a true god among them."


WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34

"Alas, it's clear your education is quite lacking. No matter, however." says Narzor.

"And yes, dear child, Gods are quite real. A great deal of them. Although it sounds as though they have forsaken this world." he calls out to Amunet-Re.


Narzor wrote:

"Alas, it's clear your education is quite lacking. No matter, however." says Narzor.

"And yes, dear child, Gods are quite real. A great deal of them. Although it sounds as though they have forsaken this world." he calls out to Amunet-Re.

Arsione chuckles dismissively,

"Full to the brim with arrogance, and completely empty of any good argument -- I am beginning to see why you might have left Oerth, stranger Narzor."


WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34

Narzor chuckled and said "No, I was sent here by my god to perform an experiment on...well...nothing I can share with you."


LG F hybrid monk//alchemist/shadowdancer :: champion/trickster | Init +23 | Vig 336/336, W 100/100 | AC 73/63/59 | F +40, R +46, W +48 | DR 27/- or Garg | Resist acid/cold/elec 10, fire 6 | Hard 20 | SR 25 | Evasion, unc. dodge | Imm disease, nausea, poison | Sensitive to defiling | Spd 50/70, fly 100 (+29) | Reach 15' | shpchng (S/M, at will) | SnkAtt +2d6 | studied comb (swift, +3, 19r; strk +2d6) | stun fist (8/d DC 32; fatigue, sicken) | una (magic, cold iron, silver) | ki 22/22 | MyPow 7/7 | Arc-Tox 25/25 | Bomb 25/25 | Stamina 15/15 | Skill God: Per (76 + 1d6), SenMot (75 + 1d6), Stealth (67, 62 mv, 47 run) | KS: All +48 or more

"Just get married already," calls out the wanderer, who (while the various forces of foulness have taunted and explained how they're not really evil) has spent her time circling around what she roughly guesses as to be the impressively-sized 'null zone' around the 'morality-free but ethically composed' female who apparently believes that wrenching souls out of unwilling people to feed to demons -- or devils, or whatever -- is ethically acceptable, and that morality doesn't exist, so long as she and her forces are provided with sufficient power to unseat the current powers-that-be and install themselves.

Shaking her head as she completes her circumnavigation, she says, "The two of you are so self-centeredly contemptuous of each other, it'd take a common person a damn sight more time than they care to spend to decide which of you was worse." Turning to the tarek leader, she spreads her hands and arms, showing that she is unarmed -- well, at least for the moment. "I am Gotak the Grim. May I be honored with your name?"


Gotak the Grim wrote:

"Just get married already," calls out the wanderer, who (while the various forces of foulness have taunted and explained how they're not really evil) has spent her time circling around what she roughly guesses as to be the impressively-sized 'null zone' around the 'morality-free but ethically composed' female who apparently believes that wrenching souls out of unwilling people to feed to demons -- or devils, or whatever -- is ethically acceptable, and that morality doesn't exist, so long as she and her forces are provided with sufficient power to unseat the current powers-that-be and install themselves.

Shaking her head as she completes her circumnavigation, she says, "The two of you are so self-centeredly contemptuous of each other, it'd take a common person a damn sight more time than they care to spend to decide which of you was worse." Turning to the tarek leader, she spreads her hands and arms, showing that she is unarmed -- well, at least for the moment. "I am Gotak the Grim. May I be honored with your name?"

"I am Dr'thsaug of the Clan Skcaarnth'rl, oathsworn of the Seekers of the Blood. From what lands and peoples do you hail, Gotak the Grim, and how came you by your foreboding title. You seem not so grim to me."


Narzor wrote:
Narzor chuckled and said "No, I was sent here by my god to perform an experiment on...well...nothing I can share with you."

Arisone doesn't he acknowledge Narzor's response.

Did you finish Rilkus (the Dwarf) yet -- no pressure, just curious what you did with him, and interested to start participating when possible.


WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34

Shoot. Sorry. I meant to post an update. I am about 50-60% done with the build. I made him a Kineticist/Unchained Rogue, trying to stick with his history based on the notes I took from looking at the posts with the character.

"Ms. Grim, you are rather rude. Did your parents not teach you basic respect?"


Narzor wrote:

Shoot. Sorry. I meant to post an update. I am about 50-60% done with the build. I made him a Kineticist/Unchained Rogue, trying to stick with his history based on the notes I took from looking at the posts with the character.

"Ms. Grim, you are rather rude. Did your parents not teach you basic respect?"

Dr'thsaug of the Clan Skcaarnth'rl, oathsworn of the Seekers of the Blood, grunts with unmistakable ferocity at Narzor's dismissive response to Gotak,

"You should be more respectful of those with the courage to test their mettle honorably in battle, instead of flitting about like an insect."

Cool, looking forward to checking out what you come up with! What's the 'build' concept?


WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34

My intent is to combine both concepts from both his iterations.


Okay, at long last here is Rikus (mostly). There were a couple of things that I didn't calculate (like wp/vp), and a couple of things I didn't pick (like languages), but all feats/abilities/skills are picked, and I have spoilers with breakdowns for all the maths and whatnot.

Rilkus:

AL Mul Kineticist 10 | Unchained Rogue 10 (Champion 3 | Trickster 3)

str 28
dex 32/34
con 46/48
int 16
wis 30
cha 10

WP/VP:
AC: 38; T: 27; FF: 38
BAB 10; CMB: +25; CMD: 46
Init +22

Fort +42
Ref +35
Will +30

Speed 60'

Weapons:
1) Unarmed Strike: +27 to hit; 1d6+26b damage; 19-20/x3 crit
2) Earth Blast: +28 to hit; 5d6+33b damage; 20/x2 crit
2) Metal Blast: +28 to hit; 10d6+38b damage; 20/x2 crit

Adventuring Skills:
Acrobatics +34
Climb +36
Disable Device +34
Intimidate +22
Knowledge (Dungeoneering) +30
Perception +38
Sense Motive +32
Stealth +34
Survival +32
Swim +25
UMD +16

Background Skills:
Linguistics: +25
Sleight of Hand: +34

Traits:
*Quain Martial Artist (+1 trait bonus to unarmed damage rolls; region)
*Reactionary (+2 trait bonus to initiative; combat)
*indomitable faith (+1 trait bonus will saves; faith)
*Blood of Dragons (gain low-light vision; race)
*Wary (+1 to perception checks and perception as a class skill; social)

Languages:
Common
Dwarven
+3 more

Equipment:

Attribute Breakdown:

str 20 +4 race +0 level +2 mythic +0 abp +2 cdtct
dex 20 +0 race +2 level +0 mythic +0 abp +10 cdtct/+2 size
con 30 +2 race +0 level +2 mythic +4 abp +8 cdtct/+2 size
int 14 +0 race +0 level +0 mythic +0 abp +2 cdtct
wis 24 +0 race +0 level +0 mythic +4 abp +2 cdtct
cha 10 -2 race +0 level +0 mythic +0 abp +2 cdtct

Offense Breakdown:

Initiative: +12 dex +3 competence +2 trait +5 tier
Bonus to Hit: 10 bab +12 dex +3 competence +2 enhancement
Bonus to Damage: +9/12 str/dex +3 competence +2 enhancement
CMB: 10 bab +9/12 str/dex +3 competence

Earth Blast Damage: +19 con +3 competence +6 Elemental Overflow +5 dice
Metal Blast Damage: +19 con +3 competence +6 Elemental Overflow +10 dice

Defense Breakdown:

WP: ()
VP: ()x2
AC: 10 base +10 armor +12 dex +3 competence +2 deflection +1 natural armor (enhancement)
CMD: 10 base +10 bab +9 str +12 dex +3 competence +2 deflection

Fort: 7 base +3 competence +3 resistance +10 divine grace +19 stat
Ref: 7 base +3 competence +3 resistance +10 divine grace +12 stat
Will: 3 base +3 competence +3 resistance +10 divine grace +10 stat +1 trait

Energy Resistances:
Immunities: Fear, Poison, Disease, Nausea
Damage Reduction: Flesh of Stone

Negate Crit: 5%/point of Burn

Skills Breakdown:

Adventuring:
Acrobatics: 10 ranks +3 trained +6 skill focus +3 competence +12 dex
Climb: 10 ranks +3 trained +6 skill focus +3 competence +9 str +5 skilled kineticist
Disable Device: 10 ranks +3 trained +6 skill focus +3 competence +12 dex
Intimidate: 10 ranks +3 trained +6 skill focus +3 competence +0 cha
Knowledge (Dungeoneering): 10 ranks +3 trained +6 skill focus +3 competence +3 int +5 skilled kineticist
Perception: 10 ranks +3 trained +6 skill focus +3 competence +10 wis +5 skilled kineticist
Sense Motive: 10 ranks +3 trained +6 skill focus +3 competence +10 wis
Stealth: 10 ranks +3 trained +6 skill focus +3 competence +12 dex
Survival: 10 ranks +3 trained +6 skill focus +3 competence +10 wis
Swim: 10 ranks +3 trained +3 competence +9 str
UMD: 10 ranks +3 trained +3 competence +0 cha

Background:
Linguistics: 10 ranks +3 trained +6 skill focus +3 competence +3 int
Sleight of Hand: 10 ranks +3 trained +6 skill focus +3 competence +12 dex

Feats Breakdown:

+10 divine grace
Defensive Combat Training
Endurance
Toughness
Skill Focus (Acrobatics, Climb, Disable Device, Intimidate, Knowledge: Dungeoneering, Linguistics, Perception, Sense Motive, Sleight of Hand, Stealth, Survival)

Unarmed Combatant
Extra Wild Talent (x11)

Chopping Down the Christmas Tree:
Heroe's Courage (Immune to Fear)
Iron Gut (Immune to Poison, Disease, Nausea)

Mythic:
Mythic Paragon
Mythic Improved Unarmed Strike
3

Horribly Overpowered Feats:
Army Fighting
Super Strength
Super Speed
Offensive Combat Training
Maximize Sneak Attack
Greater Super Speed
Healing Factor
Heroic Grace (Wis)
Prestigious
Spell-Like Ability (Overland Flight)

Horribly Overpowered Mythic Feats:
Improved Unarmed Strikes

Race Feature Breakdown:

Athasian Mul Racial Traits (19 RP)

Racial Modifiers: +4 Strength, +2 Constitution, -2 Charisma.

Darkvision: Muls can see in the dark up to 60 feet.

Dwarf Blood: Muls count as both dwarves and humans for any effect related to race.

Endless Stamina: Muls add a +4 racial bonus to Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments. Additionally, Muls gain Endurance as a bonus feat at 1st level.

Ferocity: If the hit points of a mul fall below 0, but it is not yet dead, it can continue to fight. If it does, it is staggered, and loses 1 hit point each round. It still dies when its hit points reach a negative amount equal to its Constitution score.

Mul Resilience: Muls gain a +2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened. Furthermore, they regain hit points at twice the normal rate while resting.

Wild Talent: Muls begin play with a psionic talent, determined by a roll on the Wild Talent table.

Languages: Muls begin play speaking Common. Muls with high Intelligence scores can choose from the following: Dwarven, Elven, Giant, Gith, Halfling and Kreen.

Kineticist Class Features:

Burn (20 max)
Elemental Defense (Flesh of Stone)
Elemental Focus (Earth)
Elemental Overflow (+3/6; +2 dex/con)
Expanded Element (Earth)
Gather Power
Infusion
- Kinetic Blade
- Extended Range
- Snake
- Rare-Metal Infusion
- Kinetic Whip
- Extreme Range
Infusion Specialization +2
Internal Buffer
Metakinesis (Empower, Maximize)
Utility Wild Talent
- Basic Geokinesis
- Skilled Kineticist (Climb, Know: dungeoneering)
- Earth Climb
- Tremorsense
- Pillar
- Earthmeld
- Earthglide
- Earth Walk
- Kinetic Cover
- Kinetic Awe
- Greater Skilled Kineticist (Perception)
- Enduring Earth
- Shift Earth
- Kinetic Restoration
- Stone Sculptor
- Kinetic Form

Unchained Rogue Class Features:

*Advanced Rogue Talents
-
-
-
-
-
*Danger Sense +3
*Debilitating Injury
*Evasion
*Finesse Training (Unarmed Strike)
*Improved Uncanny Dodge
*Rogue's Edge (x, x)
*Sneak Attack +5d6
*Trapfinding

Automatic Bonus Progression Breakdown:

Toughening +1
Armor attunement +2
weapon attunement +2
Deflection +2
Resistance +3
Mental prowess (Wis) +4
Physical prowess (Dex) +4

Chopping Down the Christmas Tree Breakdown:

+3 competence bonus to attack rolls, damage rolls, AC, saving throws, and intitative.

50% chance for all attacks to be treated as magic weapons for the purposes of striking incorporeal creatures or bypassing regeneration.

Champion Mythic Abilties Breakdown:

Champion's Strike: Fleet Charge

Basic Mythic Tier Abilities:
*Hard to Kill
*Mythic Power
*Surge
*Amazing Initiative
*Recuperation

Path Abilities:
*Always a Chance
*Impossible Speed
*Enhanced Ability (Con)

Trickster Mythic Abilties Breakdown:

Trickster Attack: Surprise Strike

Basic Mythic Tier Abilities:
*Hard to Kill
*Mythic Power
*Surge
*Amazing Initiative
*Recuperation

Path Abilities:
*Path Dabbling (Enduring Armor)
*Supreme Stealth (Tremorsense)
*Enhance Ability (Dex)


Vrog Skyreaver wrote:

Okay, at long last here is Rikus (mostly). There were a couple of things that I didn't calculate (like wp/vp), and a couple of things I didn't pick (like languages), but all feats/abilities/skills are picked, and I have spoilers with breakdowns for all the maths and whatnot.

** spoiler omitted **

** spoiler omitted **

** spoiler omitted **...

Awesomeness; can you repost this in the discussion thread so I can add some follow up questions as I transfer and finalize his sheet?


WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34

Sorry, thought I posted it to the discussion thread.


LG F hybrid monk//alchemist/shadowdancer :: champion/trickster | Init +23 | Vig 336/336, W 100/100 | AC 73/63/59 | F +40, R +46, W +48 | DR 27/- or Garg | Resist acid/cold/elec 10, fire 6 | Hard 20 | SR 25 | Evasion, unc. dodge | Imm disease, nausea, poison | Sensitive to defiling | Spd 50/70, fly 100 (+29) | Reach 15' | shpchng (S/M, at will) | SnkAtt +2d6 | studied comb (swift, +3, 19r; strk +2d6) | stun fist (8/d DC 32; fatigue, sicken) | una (magic, cold iron, silver) | ki 22/22 | MyPow 7/7 | Arc-Tox 25/25 | Bomb 25/25 | Stamina 15/15 | Skill God: Per (76 + 1d6), SenMot (75 + 1d6), Stealth (67, 62 mv, 47 run) | KS: All +48 or more

Gotak waves her hand, as if cutting off the response. "Ignore him," she suggests to Dr'thsaug. "He's like an insect flitting about, one without a sting, only able to buzz loudly in our ears."

She herself spares not one glance for the individual (or area where he is, in any case) floating invisibly about up above, but instead gives the tarek a cheerful smile. "As for my name, well -- I know, right? It doesn't seem very much me. But I don't recall much of why I have the name, or very much of my past -- snippets, fragments is all. A beautiful city ..." She trails off, a tightness around her eyes suggesting that even trying to remember hurts in some obscure way. "Well. Not much to say, really. But I know I have a task, seemingly unending, but ... one that must in some way help the world, if only because I'm stopping those who would continue to wound her." She beams a smile at the tarek leader.


Gotak the Grim wrote:

Gotak waves her hand, as if cutting off the response. "Ignore him," she suggests to Dr'thsaug. "He's like an insect flitting about, one without a sting, only able to buzz loudly in our ears."

She herself spares not one glance for the individual (or area where he is, in any case) floating invisibly about up above, but instead gives the tarek a cheerful smile. "As for my name, well -- I know, right? It doesn't seem very much me. But I don't recall much of why I have the name, or very much of my past -- snippets, fragments is all. A beautiful city ..." She trails off, a tightness around her eyes suggesting that even trying to remember hurts in some obscure way. "Well. Not much to say, really. But I know I have a task, seemingly unending, but ... one that must in some way help the world, if only because I'm stopping those who would continue to wound her." She beams a smile at the tarek leader.

Dr'thsaug's brow furrows deeply as he considers Gotak's response, "Mistress Gotak, what you say is a very strange thing. You possess a mission whose origin you cannot recall? Why, then, do you pursue it under these circumstances? My life, too, is burdened with a mission, but I know its nature and end better than my name or shadow."


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

Seb, does it seem possible that I can sneak past tareks without them noticing me? I know my stealth is crazy high, but I would rather not take chances if it seems risky.


Hamza Mīnakshi wrote:
Seb, does it seem possible that I can sneak past tareks without them noticing me? I know my stealth is crazy high, but I would rather not take chances if it seems risky.

Depends on where you're trying to get to, and what your perception of their potential alarm system is... It looks like he can get to the tunnel entrances, for example. The tareks are currently clustered around the impromptu barbeque with their 'pets'.


Hamza Mīnakshi wrote:
Seb, does it seem possible that I can sneak past tareks without them noticing me? I know my stealth is crazy high, but I would rather not take chances if it seems risky.

I redid the map of the tarek fortification here: Tarek Camp; I need to add some details, which I am doing in this post to add to the Perception role Hamza made earlier.

The tarek camp was certainly the product of powerful geomantic sorceries. Its impervious walls are at least one hundred paces thick, and rise to at least an equal height, if not greater, as the barrier is not of equal elevation in all areas. It appears to be made of a type of stone that is not native to the Kalidnay region. The top of the immense sheet of stone is a crenelation of large bolders, each of which seems to be of at least a ton in weight, and of size equal to the tareks who defend its battlements.

The interior of the stone wall is a inner space coated with blood red sand. The center of this area is consumed with an immense holocaust of the caravan's victims. Around this huge blaze stand a dozen tareks, two large beasts, and a massive giant. The outer perimeter of this area is broken by about a half dozen gaping holes, which appear to lead into tunnels.

Each of the tunnel entrances is warded by a separate mythic trap: (1) Chain Lightning Trap, (2), Crushing Stone Trap (3) Disintegrate Trap, Empowered, 4) Prison of Blades, (5) Lightning Bolt Gallery Trap, (6) Deadly Spear Trap, (7) Meteor Swarm Trap, (8) Destruction Trap.


Current Encounter Maps:

Plaza of Power: Sideview
Plaza of Power
Tarek Camp


LG F hybrid monk//alchemist/shadowdancer :: champion/trickster | Init +23 | Vig 336/336, W 100/100 | AC 73/63/59 | F +40, R +46, W +48 | DR 27/- or Garg | Resist acid/cold/elec 10, fire 6 | Hard 20 | SR 25 | Evasion, unc. dodge | Imm disease, nausea, poison | Sensitive to defiling | Spd 50/70, fly 100 (+29) | Reach 15' | shpchng (S/M, at will) | SnkAtt +2d6 | studied comb (swift, +3, 19r; strk +2d6) | stun fist (8/d DC 32; fatigue, sicken) | una (magic, cold iron, silver) | ki 22/22 | MyPow 7/7 | Arc-Tox 25/25 | Bomb 25/25 | Stamina 15/15 | Skill God: Per (76 + 1d6), SenMot (75 + 1d6), Stealth (67, 62 mv, 47 run) | KS: All +48 or more
Sebecloki wrote:
Dr'thsaug's brow furrows deeply as he considers Gotak's response, "Mistress Gotak, what you say is a very strange thing. You possess a mission whose origin you cannot recall? Why, then, do you pursue it under these circumstances? My life, too, is burdened with a mission, but I know its nature and end better than my name or shadow."

Gotak's smile is not one bit less cheerful as she replies. "Oh, I know the nature of mine, but discretion is, in the current circumstance, perhaps the wiser path. As to why I continue to follow it -- why, because I know it is mine, given to me by me, and by none other. Why should I not then follow it? Besides, despite the recent 'duel'--" and she gestures to indicate her recent conflict with Cae "-- I am actually of fair skill at it." She shrugs, and smiles up at him.


Gotak the Grim wrote:
Sebecloki wrote:
Dr'thsaug's brow furrows deeply as he considers Gotak's response, "Mistress Gotak, what you say is a very strange thing. You possess a mission whose origin you cannot recall? Why, then, do you pursue it under these circumstances? My life, too, is burdened with a mission, but I know its nature and end better than my name or shadow."
Gotak's smile is not one bit less cheerful as she replies. "Oh, I know the nature of mine, but discretion is, in the current circumstance, perhaps the wiser path. As to why I continue to follow it -- why, because I know it is mine, given to me by me, and by none other. Why should I not then follow it? Besides, despite the recent 'duel'--" and she gestures to indicate her recent conflict with Cae "-- I am actually of fair skill at it." She shrugs, and smiles up at him.

Dr'thsaug grunts,

"Your words wend and weave like a slippery thing."


Sebecloki wrote:
Amunet-Ra wrote:

[dice=kn:religion on orcus in this context]104

[dice=kn:history on orcus, demons and elves in this context]104
Using skill god and "this might just work"

Amunet-Ra looks at Narzor.
Orcus mh. Servant of a proclaimed god mh. Divine magic mh.

Then at Arsione again.
And you, denying to be evil, how will you achieve those goals you claim? Where and how will you get that power? What sacrifices are you planning to make and did you already do? Do you claim for yourself to create a new world, to your liking? The ones you cite weren't exactly a benevolent force and at least involved in the transformation of our world.

I don't have much time to write now. I'm going to start and fill in more later.

** spoiler omitted **

Amunet-Ra: More Orcus Fluff:

One of the most far removed of the city-dwelling civilizations of the ancient elves was located in the far north in the Pole of Salt.

In this inhospitable clime, a sorceress and seer of great power known as Perilandra to the humans of the southern continents, and Atukiza to her own peoples, was among the greatest servants of the enigmatic power of the Elemental Chaos known as Orcus, Master of Immortality, Keeper of Secrets, Knower of the Hidden Ways.

In the ancient city of Nowhen, she gathered together a cadre of similar-minded elven sages to seek after the great gift held by her enigmatic patron -- the secret of eternal life. For Prince Orcus, or Tenebrous, was the master of life eternal, as well as death, and his followers sought the means to extend length of days and slip the bonds of death. Therein, she established the first of the caste known as the Neverborn or the Everdying, the sages and seers who walked eternally among their kin, never to die or know death.

They yet rule in distant Nowhen, the Dreaming City of the Pole of Salt...

It is known that the Thought Makers, the tribe of Slavathras, received envoys from Nowhen in previous millennia, and that perhaps some knowledge of this strangest society of elves passed on to them...


LG F hybrid monk//alchemist/shadowdancer :: champion/trickster | Init +23 | Vig 336/336, W 100/100 | AC 73/63/59 | F +40, R +46, W +48 | DR 27/- or Garg | Resist acid/cold/elec 10, fire 6 | Hard 20 | SR 25 | Evasion, unc. dodge | Imm disease, nausea, poison | Sensitive to defiling | Spd 50/70, fly 100 (+29) | Reach 15' | shpchng (S/M, at will) | SnkAtt +2d6 | studied comb (swift, +3, 19r; strk +2d6) | stun fist (8/d DC 32; fatigue, sicken) | una (magic, cold iron, silver) | ki 22/22 | MyPow 7/7 | Arc-Tox 25/25 | Bomb 25/25 | Stamina 15/15 | Skill God: Per (76 + 1d6), SenMot (75 + 1d6), Stealth (67, 62 mv, 47 run) | KS: All +48 or more

Gotak looks nonplussed. "Me? I am as honest as the sun is red."


Gotak the Grim wrote:
Gotak looks nonplussed. "Me? I am as honest as the sun is red."

Dr'thsaug bares his large incisors.


WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34

"Is the sun red? Oh, I guess it is. hrmmm." says Narzor.


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)

The monk shakes his head impatiently at the current proceedings and turns to address Arsione directly.

So, with your minion's "duel" out of the way, let us talk about the open gate in Kalidnay, and your disposition towards it. What do you think of the ability for all of these beings to traverse it and enter our world seeking power, to extract its resources, or other meddlesome intentions?


Rokan the Ascetic wrote:

The monk shakes his head impatiently at the current proceedings and turns to address Arsione directly.

So, with your minion's "duel" out of the way, let us talk about the open gate in Kalidnay, and your disposition towards it. What do you think of the ability for all of these beings to traverse it and enter our world seeking power, to extract its resources, or other meddlesome intentions?

"As I have just told you, the Great Orrery will permit the entrance additional allies of our benefactors, the slassans."

"The being they worship whose unfathomably ancient essence resides within the adamantine pyramid, and which we have dubbed the lôtānu, is summoning additional reinforcements from the distant stars."

"These allies from afar will bring with them immense vessels of glass and steel that can soar through the sky and rain devastation upon our enemies. With their aid, we will easily surmount the defenses of all the city-states and depose their petty sorcerer-monarchs."

"A new age will dawn as we reopen the gates between the city-states of the Lands of the Seven Cities and those to the east across the Sea of Silt."


LG F hybrid monk//alchemist/shadowdancer :: champion/trickster | Init +23 | Vig 336/336, W 100/100 | AC 73/63/59 | F +40, R +46, W +48 | DR 27/- or Garg | Resist acid/cold/elec 10, fire 6 | Hard 20 | SR 25 | Evasion, unc. dodge | Imm disease, nausea, poison | Sensitive to defiling | Spd 50/70, fly 100 (+29) | Reach 15' | shpchng (S/M, at will) | SnkAtt +2d6 | studied comb (swift, +3, 19r; strk +2d6) | stun fist (8/d DC 32; fatigue, sicken) | una (magic, cold iron, silver) | ki 22/22 | MyPow 7/7 | Arc-Tox 25/25 | Bomb 25/25 | Stamina 15/15 | Skill God: Per (76 + 1d6), SenMot (75 + 1d6), Stealth (67, 62 mv, 47 run) | KS: All +48 or more

Gotak never considered her interactions with the tarek leader to be critical; hearing Rokan speak, and Arsione reply, does cause her to turn from Dr'thsaug and pay attention. Of course, with the size of the area that the woman's magic- and psionic-dampening insects suppress, and everyone else's reluctance to enter it, that's probably a lot of shouting ... and she eyes the distant cage-topped staff and its beetle cargo thoughtfully. I wonder how well those things would handle being passengers in a cage on an arrow ...

"Sounds like something I'd be interested in seeing," she suddenly says.


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)

And how assured are you that they are allies? Why would they come with all of this power and leave you while destroying others? With so many worlds accessible... I would not be so sure. You might play with a power that seems to have identifiable quantities, but ultimately will grow out of control and alignment.


Gotak the Grim wrote:

Gotak never considered her interactions with the tarek leader to be critical; hearing Rokan speak, and Arsione reply, does cause her to turn from Dr'thsaug and pay attention. Of course, with the size of the area that the woman's magic- and psionic-dampening insects suppress, and everyone else's reluctance to enter it, that's probably a lot of shouting ... and she eyes the distant cage-topped staff and its beetle cargo thoughtfully. I wonder how well those things would handle being passengers in a cage on an arrow ...

"Sounds like something I'd be interested in seeing," she suddenly says.

Arsione turns to Gotak,

"It will be glorious" she pronounces with firm conviction.

She then appears to ponder some decision, slightly biting her grayish-purple lip,

"You should come to visit the Nicephorus Compound, here within the Plateau of Might in the Upper City of ancient Kalidnay. I can show you the great work that is proceeding within its walls, and you can learn how you may be of use in the coming struggle against the sorcerer kings."


WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34

"Is this not a world that has placed masters of the arcane upon their rightful throne?"


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

Hamza will attempt to sneak past the tareks who seem preoccupied with their massive feast and tries to investigate the ruined remains of the caravan itself.

Again, taking 20 on Perception for a 56. He's searching the caravan for anything noteworthy or important.


Hamza Mīnakshi wrote:

Hamza will attempt to sneak past the tareks who seem preoccupied with their massive feast and tries to investigate the ruined remains of the caravan itself.

Again, taking 20 on Perception for a 56. He's searching the caravan for anything noteworthy or important.

Hamza Mīnakshi: Perception:

The remains of the caravan are composed of about a dozen covered wagons of not inconsiderable dimensions. Each is some twenty five to thirty feet long, and quite broad as well.

The wood of which each is made is not native to this region of the Lands of Torment. It appears to be exceptionally thick and waxy, dripping sap, and its meat is distinguished by an almost bioluminescent hue, while the bark is craggy and imbricated like the scales of a reptile or crustacean.

The covering of the wagons appears to be made of some kind of hide, perhaps the belly of a large beast of some sort. It is covered with a light fur, and is beige in color. Thick veins of a darker color, something approaching a brownish red, run over and within its surface.

The interiors of the wagons appear to be divided into several rooms around a central hallway, and the interior of these chambers appear to be richly appointed with carpets, candles, and other luxuries.

Investigating one of the wagons, Hamza comes upon what appears to be a secret door that leads to a space within the chassis of the wagon, and which had been concealed under a thick, elaborate rug of red, blue, yellow, and purple threads arranged in complex geometric designs...


Narzor wrote:
"Is this not a world that has placed masters of the arcane upon their rightful throne?"

"Bah, you clearly know nothing of what is right!"


Rokan the Ascetic wrote:
And how assured are you that they are allies? Why would they come with all of this power and leave you while destroying others? With so many worlds accessible... I would not be so sure. You might play with a power that seems to have identifiable quantities, but ultimately will grow out of control and alignment.

"We scions of the House Nicephorus are not fools, Rokan of Tyr, and are well-assured of the steadfastness of those with whom we have sealed oaths of alliance."


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)

Yes, but that wasn't the point, of whether you'd vetted who you expect to come through the gate. More whether you can really control who or what comes through it. Given the sheer magnitude of those possibilities, I'm not so sure we benefit from it being open.

Diplomacy, persuade (empathy): 1d20 + 17 + 2 ⇒ (5) + 17 + 2 = 24 That's probably not going to do it...


WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34

"And you clearly lack both social propriety and basic knowledge. It's rather sad, really. Arcane magic is the most pure and beautiful form of magic, and like all such things, comes from the individual, rather than relying on the external to grant it."


Rokan the Ascetic wrote:

Yes, but that wasn't the point, of whether you'd vetted who you expect to come through the gate. More whether you can really control who or what comes through it. Given the sheer magnitude of those possibilities, I'm not so sure we benefit from it being open.

[dice=Diplomacy, persuade (empathy)]1d20+17+2 That's probably not going to do it...

Nope.


Narzor wrote:
"And you clearly lack both social propriety and basic knowledge. It's rather sad, really. Arcane magic is the most pure and beautiful form of magic, and like all such things, comes from the individual, rather than relying on the external to grant it."

"As I have already informed you, I am well versed in the highest and the most pure form of the wierding way -- the endless gray mysteries that lie between the white magic of perserving and the black magic of defiling."

"Your peculiar arrogance, and astonishing lack of education in these matters only becomes more manifest the longer you speak."


WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34

"I'm now rooting for the monkey men."


Narzor wrote:
"I'm now rooting for the monkey men."

"Then you have foolishly chosen death."


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

Hamza can detect magical traps via trapfinding, once more taking 20 on Perception for a 56 to see if there's any magical traps on the secret door.

Also, does it seem like the pattern on the rug means anything? Should I make a knowledge check on it?


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 |

Do I know of some power that lies between defiling and preserving magic? Or is that BS?

Kn: Arcana(Take 10): 10 + 17 = 27

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