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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Cae Leonidas wrote:

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

[dice=Kn: Arcana(Take 10)]10+17

It's nonsense, she's a powerful defiler that thinks she's special, but that roll isn't high enough for Cae to know that, so he'll probably accept it at face value for now.


Hamza Mīnakshi wrote:

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?

So that only applies to magical traps -- what about non magical traps that have an enchantment on them, like invisibility?


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

For now I'm not going to be a deflier, mainly cause Narzor doesn't even really know it's an option. If he did, he wouldn't care all that much.


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 has known about the Slassans before, time to recover some knowledge.

knowledge (planes): 1d20 + 25 ⇒ (17) + 25 = 42


Rokan the Ascetic wrote:

Rokan has known about the Slassans before, time to recover some knowledge.

[dice=knowledge (planes)]1d20+25

You can just do a memory check (roll under Int on d20), to remember stuff from earlier in the game, or do you want to try to gain new insight of some sort?


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 |

Based on previous ingame knowledge, Amunet-Ra should know there's no in between defiling and preserving. She also has the stance that the slassans are pretty bad and a threat to her, her tribe and Athas overall. Like anything living there.

Telepathy to Cae:

My dear poet, i can understand why you followed that woman so long. I hope you do realize however, there is no in between deviling and preserving. You are either the one or the other. She seems to tend heavily towards defiling. And an alliance with the slassans to destroy their enemies? You have been with us when we met with the slassans. You know what is on their mind. Doesn't that disconcert you in the least? Will you still faithfully serve her? Even though - as far as i have gotten to know you - this is completely against your own nature? Are you a servant or a slave actually?


Male LN Human gestalt unchained monk/psion (kineticist) 12 | overmind 3 | Vigor 746/746 | Wound 76/76 | DR 3/-*, AC 51 t 42 ff 32 | CMB+61 CMD 71 | F+42 R+45 W+34 | Init +41 | Perc +21, SM +21 | Speed 70ft | Stunning Fist: 12/12 | Ki: 12/12 | Power Points: 182/182 | Psionic Focus: 2/2 | Mythic Power: 9/9 | Emissary: 1/1 | Eternal Hope: 1/1 | Hero points: 1 | Denied: 1/1 | Empowered Attack: 2/2 | Extended Attack: 3/3 | Widen Attack: 3/3 | Extra Meta-Attacks: 5/5 | Active conditions: Biofeedback, Ethereal (1m)
Sebecloki wrote:
You can just do a memory check (roll under Int on d20), to remember stuff from earlier in the game, or do you want to try to gain new insight of some sort?

If there's nothing new that hadn't been learned before, that's fine. Rokan does very well recall that they're bad news and so Arsinoe's alignment with them is going to bug him.

To answer your earlier question, I came here from Tyr with the merchant house Vordon, who along with Faalcuun the Majestic, set me on my current purpose. If you'll not take my word on the dangers of the gate perhaps you would speak with them?


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 |

Does that include the means to reply telepathically? I do not have it inherently.

Also, I am quite upfront about being an actual slave and having no issue with it.


Rokan the Ascetic wrote:
Sebecloki wrote:
You can just do a memory check (roll under Int on d20), to remember stuff from earlier in the game, or do you want to try to gain new insight of some sort?

If there's nothing new that hadn't been learned before, that's fine. Rokan does very well recall that they're bad news and so Arsinoe's alignment with them is going to bug him.

To answer your earlier question, I came here from Tyr with the merchant house Vordon, who along with Faalcuun the Majestic, set me on my current purpose. If you'll not take my word on the dangers of the gate perhaps you would speak with them?

Arisone sniffs in derision at the mention of Faalcuun,

"The sniveling lap dog of Dregoth has foisted himself upon our doorstep?"

However, her interest is clearly piqued by the mention of House Vordon,

"A merchant embassy of the ancient merchant house of Kalidnay? For what reason have they ventured hither pray tell?"


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 |
Cae Leonidas wrote:

Does that include the means to reply telepathically? I do not have it inherently.

Also, I am quite upfront about being an actual slave and having no issue with it.

Doesn't say, but i guess so.


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 |

Same check for Vyse:
Vyse-Kn: Arcana + True Lore(Take 10): 10 + 14 + 20 = 44

Amunet-Ra:
Amunet-Ra wrote:
My dear poet, i can understand why you followed that woman so long. I hope you do realize however, there is no in between defiling and preserving. You are either the one or the other. She seems to tend heavily towards defiling. And an alliance with the slassans to destroy their enemies? You have been with us when we met with the slassans. You know what is on their mind. Doesn't that disconcert you in the least? Will you still faithfully serve her? Even though - as far as i have gotten to know you - this is completely against your own nature? Are you a servant or a slave actually?

Having opened your mind to Cae, you have a glimpse into the reason he speaks so musically. There is a song that accompanies his thoughts as they are sent to you. The song hints at life and death, creation and destruction as experienced by his ancestors. But Cae's thoughts are much clearer in this medium.

"I am unsure, perhaps it is something new, or something old discovered again. I am concerned about her connection with the slassans, as she may have been misled or led astray. I plan to find out and help her as a slave should."

DM Seb:
If Vyse's check is successful, she will activate Mythic Supernatural Spell Monster, use Disappear to go invisible, and then try to Steal Arsione's staff with telekinesis.

So, Arsione Will Save-DC:55... to even attempt it.

What is Arsione's CMD?

Mythic: Supernatural Spell Monster(HO): Spend one point of mythic power to cause all your spells, spell-like abilities, and supernatural abilities to act as extraordinary abilities for one minute. They work in antimagic fields, do not detect as magic, and cannot be dispelled.

Steal(CMB:45): You may use telekinesis on attended objects. The owner is allowed a Will saving throw to negate this effect. If they fail, you may perform a Steal or Disarm combat maneuver against them at a distance, using your caster level-5 + Cha as your CMB. On a successful maneuver, you may move the object up to your telekinesis distance in any direction.


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

SP:95/96

Vyse:
MP:8/9
Disappear: 37/39
TL:2/3


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

Invisible trap:

I asked in the pfsrd group, and the overwhelming consensus is the trap gets the +40 to stealth to be spotted, but that's it. Trapfinding still allows me to spot it(including the increased DC) and disable it.


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)
Arsione of House Nicephorus wrote:
"A merchant embassy of the ancient merchant house of Kalidnay? For what reason have they ventured hither pray tell?"

The monk levels a penetrating gaze at Arsinoe, wondering if any good can come from revealing too much to her, so he keep it plain and simple. After a long pause...

They come to Kalidnay to revitalize their ancestral home and trade. As one can imagine, after the fall of the sorcerer king in Tyr and the freeing of the slaves, merchant and noble houses that had benefited from them no longer enjoyed advantage there.


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

Saddened that the mortals were no longer trying to murder each other and were talking, Narzor decided to start exploring the rest of the area. Maybe he could find some dead further in that he could raise.


Hamza Mīnakshi wrote:

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?

Hamza detects no traps.

You can make a knowledge check on the rug if you want (i.e., there would be something to learn).


Narzor wrote:
Saddened that the mortals were no longer trying to murder each other and were talking, Narzor decided to start exploring the rest of the area. Maybe he could find some dead further in that he could raise.

What direction is Narzor going, where is he going to start his investigation?


Cae Leonidas wrote:

Same check for Vyse:

[dice=Vyse-Kn: Arcana + True Lore(Take 10)]10+14+20

** spoiler omitted **

** spoiler omitted **...

Still working on her stat block, I'll respond tomorrow to this one when I have more time.


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

Let me know which knowledge(s) I should roll. After that, I'll decide if Hamza wants to actually open the secret door or not.


Hamza Mīnakshi wrote:
Let me know which knowledge(s) I should roll. After that, I'll decide if Hamza wants to actually open the secret door or not.

Planes, Religion, Arcana, History, Geography.


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

Knowledge checks:

1d20 + 29 ⇒ (1) + 29 = 30 Planes

1d20 + 29 ⇒ (5) + 29 = 34 Religion

1d20 + 29 ⇒ (11) + 29 = 40 Arcana

1d20 + 29 ⇒ (11) + 29 = 40 History

1d20 + 29 ⇒ (3) + 29 = 32 Geography


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

Narzor circles towards the caravan he had followed and starts looking for dead bodies.


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 represent the tribe of the Serpent-Singers and i can initiate trade agreements. For that, they must be favorable though and with reliable parties. Unfortunately i don't see how someone, who would replace the tyranny of sorcerer-kings with the mad destruction of the slassans, who are an enemy to all life on Athas, can be seen as reliable.

Arsione, perhaps you can enlighten me there. Or even better, you can listen to what we witnessed and let go of your ways.

Diplomacy: 1d20 + 55 ⇒ (19) + 55 = 74


Narzor wrote:
Narzor circles towards the caravan he had followed and starts looking for dead bodies.

Then he'll be following behind Hamza. He has to get over a 100+ ft. stone wall. I assume he's flying over the rampart?


Amunet-Ra wrote:

I represent the tribe of the Serpent-Singers and i can initiate trade agreements. For that, they must be favorable though and with reliable parties. Unfortunately i don't see how someone, who would replace the tyranny of sorcerer-kings with the mad destruction of the slassans, who are an enemy to all life on Athas, can be seen as reliable.

Arsione, perhaps you can enlighten me there. Or even better, you can listen to what we witnessed and let go of your ways.

[dice=Diplomacy]1d20+55

What function of Diplomacy are you using (Influence Attitude, etc.). The rules are different depending on what you're trying to do.


Cae Leonidas wrote:

Same check for Vyse:

** spoiler omitted **

** spoiler omitted **...

1d20 + 41 + 11 ⇒ (7) + 41 + 11 = 59

Arsione saves as a level 18 sorcerer with a 92 Wisdom. I'm basically treating her as 1/2 higher in every category than the pcs for her build. Thus she can get to level 18, where as they can get to level 12. I roughly calculated what's possible for stats and looked at some reference points. I didn't just pull these numbers out of thin air.

Vyse: Knowledge (Arcana):

What Arsione refers to as 'Gray Magic' is actually a form of Defiling that draws power from the Land of the Dead, a twisted art known as Necromancy or Nethermancy.


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 |

Vyse will attempt it again, twisting fate to her advantage. She also telepathically relays her knowledge to Cae, then Amunet-Ra. An odd look comes over Cae's visage as he "hears" this.

Same Will save, but using Weal & Woe twice for -8 to the result.

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

Cae:
SP:95/96

Vyse:
Status: Invisible-8 rounds/MSSM-8 rounds
MP:8/9
Disappear: 37/39
MoC:11/13
TL:2/3


Cae Leonidas wrote:

Vyse will attempt it again, twisting fate to her advantage. She also telepathically relays her knowledge to Cae, then Amunet-Ra. An odd look comes over Cae's visage as he "hears" this.

Same Will save, but using Weal & Woe twice for -8 to the result.

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

Cae:
SP:95/96

Vyse:
Status: Invisible-8 rounds/MSSM-8 rounds
MP:8/9
Disappear: 37/39
MoC:11/13
TL:2/3

1d20 + 41 ⇒ (5) + 41 = 46

OK, she fails this time.


Hamza Mīnakshi wrote:
** spoiler omitted **

Image of Rug

Hamza Mīnakshi: Knowledge:

The rug depicts a maṇḍala, a geometric configuration of symbols. It is a cultural concept common to both Raam and Nibenay.

In various spiritual traditions, mandalas may be employed for focusing attention of practitioners and adepts, as a spiritual guidance tool, for establishing a sacred space and as an aid to meditation and trance induction.

This examples illustrates Raamite imagery introduced to Nibenay along with the advent of esoteric occult traditions. At the center is the mythological Mount Meru, represented by an inverted pyramid topped by a lotus, a symbol of purity. Traditional Nibenese images for the sun (three-legged bird) and moon (rabbit) appear at the mountain’s base.

The landscape vignettes at the cardinal directions represent the four continents of Raamite mythology but follow the artistic conventions of Nibenese-style “blue-and-green” landscapes.

The dense floral border, with the four vases in the four corners, parallels the imagery of the mountain cultures of the Windbreak Mountains, particularly monasteries with ties to the Nibenese court.

Mount Meru is rumored to be a location in the Elemental Stronghold of Earth that sits at the juncture of the elemental strongholds of Water, Earth, and Air, such that it forms a bridge between the Endless Ocean at its base, the domain of rock, and the Eternal Sky.


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

Intrigued and curious as to what might lie beneath a rug depicting imagery from his adopted homeland, Hamza attempts to open the secret compartment.

Yes, I am fully accepting the consequences. I have decent enough defensive options that I am not too worried.


Hamza Mīnakshi wrote:

Intrigued and curious as to what might lie beneath a rug depicting imagery from his adopted homeland, Hamza attempts to open the secret compartment.

Yes, I am fully accepting the consequences. I have decent enough defensive options that I am not too worried.

There's also the meta-issue of character vs. player knowledge. I'm just sort of taking it on honor that you're accounting for that so we have a fun game.

Hamza is immediately subject to the assault of dozens of miniature projectiles.

There are 144 deadly spear traps (12 rows of 12), except the projectile is smaller. Rolling for each attack to see if any hit.

This is also a ranged attack.

1d20 + 20 ⇒ (17) + 20 = 37
1d20 + 20 ⇒ (18) + 20 = 38
1d20 + 20 ⇒ (5) + 20 = 25
1d20 + 20 ⇒ (7) + 20 = 27
1d20 + 20 ⇒ (6) + 20 = 26
1d20 + 20 ⇒ (7) + 20 = 27
1d20 + 20 ⇒ (2) + 20 = 22
1d20 + 20 ⇒ (13) + 20 = 33
1d20 + 20 ⇒ (19) + 20 = 39
1d20 + 20 ⇒ (16) + 20 = 36
1d20 + 20 ⇒ (12) + 20 = 32
1d20 + 20 ⇒ (10) + 20 = 30
1d20 + 20 ⇒ (3) + 20 = 23
1d20 + 20 ⇒ (12) + 20 = 32
1d20 + 20 ⇒ (15) + 20 = 35
1d20 + 20 ⇒ (1) + 20 = 21
1d20 + 20 ⇒ (14) + 20 = 34
1d20 + 20 ⇒ (15) + 20 = 35
1d20 + 20 ⇒ (4) + 20 = 24
1d20 + 20 ⇒ (2) + 20 = 22
1d20 + 20 ⇒ (8) + 20 = 28
1d20 + 20 ⇒ (8) + 20 = 28
1d20 + 20 ⇒ (1) + 20 = 21
1d20 + 20 ⇒ (9) + 20 = 29
1d20 + 20 ⇒ (11) + 20 = 31
1d20 + 20 ⇒ (14) + 20 = 34
1d20 + 20 ⇒ (19) + 20 = 39
1d20 + 20 ⇒ (20) + 20 = 40
1d20 + 20 ⇒ (5) + 20 = 25
1d20 + 20 ⇒ (12) + 20 = 32
1d20 + 20 ⇒ (18) + 20 = 38
1d20 + 20 ⇒ (5) + 20 = 25
1d20 + 20 ⇒ (3) + 20 = 23
1d20 + 20 ⇒ (12) + 20 = 32
1d20 + 20 ⇒ (9) + 20 = 29
1d20 + 20 ⇒ (13) + 20 = 33
1d20 + 20 ⇒ (8) + 20 = 28
1d20 + 20 ⇒ (9) + 20 = 29
1d20 + 20 ⇒ (2) + 20 = 22
1d20 + 20 ⇒ (1) + 20 = 21
1d20 + 20 ⇒ (11) + 20 = 31
1d20 + 20 ⇒ (18) + 20 = 38
1d20 + 20 ⇒ (5) + 20 = 25
1d20 + 20 ⇒ (11) + 20 = 31
1d20 + 20 ⇒ (17) + 20 = 37
1d20 + 20 ⇒ (7) + 20 = 27
1d20 + 20 ⇒ (9) + 20 = 29
1d20 + 20 ⇒ (1) + 20 = 21
1d20 + 20 ⇒ (15) + 20 = 35
1d20 + 20 ⇒ (12) + 20 = 32
1d20 + 20 ⇒ (15) + 20 = 35
1d20 + 20 ⇒ (8) + 20 = 28
1d20 + 20 ⇒ (19) + 20 = 39
1d20 + 20 ⇒ (13) + 20 = 33
1d20 + 20 ⇒ (12) + 20 = 32
1d20 + 20 ⇒ (12) + 20 = 32
1d20 + 20 ⇒ (13) + 20 = 33
1d20 + 20 ⇒ (12) + 20 = 32
1d20 + 20 ⇒ (5) + 20 = 25
1d20 + 20 ⇒ (6) + 20 = 26
1d20 + 20 ⇒ (1) + 20 = 21
1d20 + 20 ⇒ (11) + 20 = 31
1d20 + 20 ⇒ (6) + 20 = 26
1d20 + 20 ⇒ (1) + 20 = 21
1d20 + 20 ⇒ (4) + 20 = 24
1d20 + 20 ⇒ (1) + 20 = 21
1d20 + 20 ⇒ (20) + 20 = 40
1d20 + 20 ⇒ (2) + 20 = 22
1d20 + 20 ⇒ (5) + 20 = 25
1d20 + 20 ⇒ (16) + 20 = 36
1d20 + 20 ⇒ (12) + 20 = 32
1d20 + 20 ⇒ (8) + 20 = 28
1d20 + 20 ⇒ (15) + 20 = 35
1d20 + 20 ⇒ (9) + 20 = 29
1d20 + 20 ⇒ (18) + 20 = 38
1d20 + 20 ⇒ (19) + 20 = 39
1d20 + 20 ⇒ (1) + 20 = 21
1d20 + 20 ⇒ (3) + 20 = 23
1d20 + 20 ⇒ (6) + 20 = 26
1d20 + 20 ⇒ (13) + 20 = 33
1d20 + 20 ⇒ (13) + 20 = 33
1d20 + 20 ⇒ (15) + 20 = 35
1d20 + 20 ⇒ (7) + 20 = 27
1d20 + 20 ⇒ (13) + 20 = 33
1d20 + 20 ⇒ (6) + 20 = 26
1d20 + 20 ⇒ (10) + 20 = 30
1d20 + 20 ⇒ (14) + 20 = 34
1d20 + 20 ⇒ (9) + 20 = 29
1d20 + 20 ⇒ (16) + 20 = 36
1d20 + 20 ⇒ (17) + 20 = 37
1d20 + 20 ⇒ (14) + 20 = 34
1d20 + 20 ⇒ (2) + 20 = 22
1d20 + 20 ⇒ (6) + 20 = 26
1d20 + 20 ⇒ (13) + 20 = 33
1d20 + 20 ⇒ (2) + 20 = 22
1d20 + 20 ⇒ (3) + 20 = 23
1d20 + 20 ⇒ (20) + 20 = 40
1d20 + 20 ⇒ (7) + 20 = 27
1d20 + 20 ⇒ (18) + 20 = 38
1d20 + 20 ⇒ (18) + 20 = 38
1d20 + 20 ⇒ (15) + 20 = 35
1d20 + 20 ⇒ (15) + 20 = 35
1d20 + 20 ⇒ (20) + 20 = 40
1d20 + 20 ⇒ (4) + 20 = 24
1d20 + 20 ⇒ (7) + 20 = 27
1d20 + 20 ⇒ (13) + 20 = 33
1d20 + 20 ⇒ (11) + 20 = 31
1d20 + 20 ⇒ (8) + 20 = 28
1d20 + 20 ⇒ (16) + 20 = 36
1d20 + 20 ⇒ (13) + 20 = 33
1d20 + 20 ⇒ (15) + 20 = 35
1d20 + 20 ⇒ (10) + 20 = 30
1d20 + 20 ⇒ (20) + 20 = 40
1d20 + 20 ⇒ (20) + 20 = 40
1d20 + 20 ⇒ (12) + 20 = 32
1d20 + 20 ⇒ (2) + 20 = 22
1d20 + 20 ⇒ (8) + 20 = 28
1d20 + 20 ⇒ (17) + 20 = 37
1d20 + 20 ⇒ (20) + 20 = 40
1d20 + 20 ⇒ (16) + 20 = 36
1d20 + 20 ⇒ (10) + 20 = 30
1d20 + 20 ⇒ (10) + 20 = 30
1d20 + 20 ⇒ (9) + 20 = 29
1d20 + 20 ⇒ (13) + 20 = 33
1d20 + 20 ⇒ (16) + 20 = 36
1d20 + 20 ⇒ (4) + 20 = 24
1d20 + 20 ⇒ (3) + 20 = 23
1d20 + 20 ⇒ (8) + 20 = 28
1d20 + 20 ⇒ (15) + 20 = 35
1d20 + 20 ⇒ (16) + 20 = 36
1d20 + 20 ⇒ (12) + 20 = 32
1d20 + 20 ⇒ (2) + 20 = 22
1d20 + 20 ⇒ (15) + 20 = 35
1d20 + 20 ⇒ (11) + 20 = 31
1d20 + 20 ⇒ (13) + 20 = 33
1d20 + 20 ⇒ (3) + 20 = 23
1d20 + 20 ⇒ (3) + 20 = 23
1d20 + 20 ⇒ (7) + 20 = 27
1d20 + 20 ⇒ (5) + 20 = 25
1d20 + 20 ⇒ (9) + 20 = 29
1d20 + 20 ⇒ (13) + 20 = 33
1d20 + 20 ⇒ (9) + 20 = 29
1d20 + 20 ⇒ (6) + 20 = 26
1d20 + 20 ⇒ (4) + 20 = 24

Looks like you're hit 40 times for 40d4+480 damage (I'm changing out spear damage for dart damage), pending any other adjustments, then you have to roll against the Black Lotus poison on the darts. Let's adjudicate that after you tell me if you have some fail safe ability that ignores it to avoid a lot of extra rolls.


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 |

DM Seb:
Sebecloki wrote:
OK, she fails this time.

What is her CMD?

Steal: 1d20 + 45 + 3 ⇒ (11) + 45 + 3 = 59

If the maneuver is successful, the staff will go flying in a straight line towards Gotak the Grim at 130'/round.


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

Hey, if I was gonna exploit meta knowledge, I would ignore the compartment because I know it has a trap I can't detect. There were a few instances where depending on what the rug depicted, Hamza would ignore it, but he's curious enough to wanna know what's in there based on it being Raamite.

Am I allowed any saves to avoid the spears? Also, crap, I forgot to update my AC from the rebuild. It's supposed to be 57.


Cae Leonidas wrote:
** spoiler omitted **

61


Hamza Mīnakshi wrote:

Hey, if I was gonna exploit meta knowledge, I would ignore the compartment because I know it has a trap I can't detect. There were a few instances where depending on what the rug depicted, Hamza would ignore it, but he's curious enough to wanna know what's in there based on it being Raamite.

Am I allowed any saves to avoid the spears? Also, crap, I forgot to update my AC from the rebuild. It's supposed to be 57.

OK, then only natural 20s hit. That's six hits for 6d4+36 damage, and you have to fortitude save vs. DC 34 for poison damage (my fluff explanation is that this comes from some kind of insect; I had to recalculate the DCs for poisons if this is going to be at all meaningful for this games, because they're all way too low. This is a decent value for poison from a colossal critter based on using a monster advancer program to get a value for a big ankheg.

6d4 + 36 ⇒ (1, 1, 3, 2, 4, 3) + 36 = 50

Please roll vs. the darts six times to see if you have poison damage.


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

Hamza has DR 10/Magic, so what's the bonus damage of each spear? As of right now, he completely ignores the rolled damage. I assume he needs to actually take damage for the poison to apply?


Hamza Mīnakshi wrote:

Hamza has DR 10/Magic, so what's the bonus damage of each spear? As of right now, he completely ignores the rolled damage. I assume he needs to actually take damage for the poison to apply?

This is the trap I've modified. It doesn't say if the poison doesn't apply if you DR the damage. Every dart does 1d4+6 damage.

Deadly Spear Trap (CR 18):

Deadly Spear TrapCR 18

XP 153,600

Type mechanical; Perception DC 30; Disable Device DC 30

EFFECTS

Trigger sight (true seeing); Reset manual

Effect Atk +20 ranged (1d8+6 plus black lotus extract)


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

Spears and Poison:
I would assume the poison is injury, meaning if the spears don't damage me, I negate the poison. I suppose it could be a contact poison, but that doesn't seem to make sense. I will abide by your ruling. If it's injury based, none of the spears deal damage, and I ignore the poison entirely. If you feel it should be contact based, I still take no damage, but the spears touching me delivers the poison, and I need to make all 6 saves


Hamza Mīnakshi wrote:
** spoiler omitted **

Hamza Mīnakshi: Spears and Poison:

Since the DC is based on monster mechanics, where it has to deal injury to do poison damage, so I think injury should apply, so you're out of danger for the trap.

Hamza manages to deftly evade the dozens of tiny projectiles, but before he can further investigate the secret door, the concealed portal in the floor of the small chamber slides open of its own accord, revealing a winged pterran clothed in a brilliant white toga. The garment is secured by a pair of large jade broaches.

The creature deftly signs a string of communications to the yaksa with a series of lightening-fast hand gestures.

I don't know what you have to roll here, if anything. I'm assuming there's a trade-language of hand signals that's widely known. Fluff wise, I assume Hamza knows it, so I'm content to assume the pterran's message is communicated without any mechanical obstacle.

Hamza Mīnakshi: Sign Language Message:

:::Well, well, clever little imp, aren't you? Found me out? I'll warn you I'm tougher than those silly little nails, so don't try anything funny, alright? I took the time you were rummaging around like a drunk ogre to fully prepare myself for any dirty tricks you might be contemplating. But there's no reason we have to start out on the wrong foot, anyway, since I have no wish to harm you. I'm merely interested in getting out of this unpleasant predicament and being on my merry way to the the city-state of Raam, and then to Tyr and Yaramuke. I don't suppose we might strike a mutually equitable deal of some sort so that you might assist me in extracting myself from the midst of the savages that attacked my convoy?:::

Glimmerscale the Pterran intimidate (Coerce Opponent) vs. Hamza

1d20+67(cha modifier)+18(ranks)+3(class skill)

1d20 + 88 ⇒ (4) + 88 = 92

Quote:

Coerce Opponent

Source PPC:SpyHB

Sometimes you need to cow someone into submission for more than just a few hours.

Action: Coercing a target into acting friendly for hours takes 1d4 × 10 minutes. Coercing a target into acting friendly for days requires you to successfully use coercion at least once per week for 1d6 weeks without failing any Intimidate checks against the target during that time.

Try Again: You can’t attempt long-term coercion against the same target again for 1 week.

Check: By spending more time threatening or harassing a target, you can attempt to force a creature to act friendly toward you for 1d6 hours + 1 hour for every 5 points by which you exceed the DC. If you succeed at such a check against the same target at least once per week for 1d6 weeks (without ever failing any Intimidate checks against the target during that time), the duration of the coercion increases to 2d8 days. Coercion is overt, not subtle, and in most cases using coercion against a creature is an evil act.

A coerced target acts as though friendly toward you even when you aren’t around, but the aid offered remains grudging at best. The target’s true attitude is hostile, and if the target believes it can take an action to hinder you that can’t be traced back to it, it’s likely to take such opportunities.

Creatures attempting to enlist its aid against you can often do so by convincing the target they are able to protect it from your wrath, using the normal Diplomacy rules.


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 |

@Seb: Probably should try to make her more friendly before, but wanted to make a request actually. There were checks to influence her before i think?

@Cae: what exactly is he relaying to Amunet-Ra?


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 |

Vyse's will surges to force the issue.

Vyse Mythic Surge: 1d6 ⇒ 6

Amunet-Ra, from Vyse:
What Arsione refers to as 'Gray Magic' is actually a form of Defiling that draws power from the Land of the Dead, a twisted art known as Necromancy or Nethermancy.


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

Amunet-Ra gives Cae a knowing look.
There is your confirmation. Do you really want to partake in this? What would stop her from draining your life and soul energy away to fill her sorcery? Even as a slave you have to choose your own destiny!

What is this beautiful music in your head?

This is supposed to be telepathy.


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

Cae continues to look confused and horrified. "I don't understand; she knows what defiling has done to this world." For a moment, his "voice" returns to a more peaceful tone as he answers her question. "That is the Song of Fate. Each soul contributes to it as it wends through time." The troubled look returns as he ponders Arsione's part in that song.


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

Secret Message:

Seb, you gotta roll to see how long this takes. 1d4x10 minutes. At best, it takes 10 minutes, am I allowed to interrupt him while he's attempting to coerce me?


Hamza Mīnakshi wrote:
** spoiler omitted **

Hamza Mīnakshi:

1d4 ⇒ 2


Hamza Mīnakshi wrote:
** spoiler omitted **

Doesn't say anything about being able to interrupt.

Quote:

Coerce Opponent
Source PPC:SpyHB

Sometimes you need to cow someone into submission for more than just a few hours.

Action: Coercing a target into acting friendly for hours takes 1d4 × 10 minutes. Coercing a target into acting friendly for days requires you to successfully use coercion at least once per week for 1d6 weeks without failing any Intimidate checks against the target during that time.

Try Again: You can’t attempt long-term coercion against the same target again for 1 week.

Check: By spending more time threatening or harassing a target, you can attempt to force a creature to act friendly toward you for 1d6 hours + 1 hour for every 5 points by which you exceed the DC. If you succeed at such a check against the same target at least once per week for 1d6 weeks (without ever failing any Intimidate checks against the target during that time), the duration of the coercion increases to 2d8 days. Coercion is overt, not subtle, and in most cases using coercion against a creature is an evil act.

A coerced target acts as though friendly toward you even when you aren’t around, but the aid offered remains grudging at best. The target’s true attitude is hostile, and if the target believes it can take an action to hinder you that can’t be traced back to it, it’s likely to take such opportunities.

Creatures attempting to enlist its aid against you can often do so by convincing the target they are able to protect it from your wrath, using the normal Diplomacy rules.


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

I am indeed flying over the wall.


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 |

DM Seb:
Just making sure you saw that Vyse overcame the CMD with mythic surge.


Hamza Mīnakshi wrote:
** spoiler omitted **

Hamza Mīnakshi:

retconning per discussion thread.

Glimmerscale uses his persuasive powers on Hamza

Diplomacy 1d20 + 67(cha) + 18 (skill ranks) + 4 (persuasive feat).

1d20 + 89 ⇒ (17) + 89 = 106

Quote:

Diplomacy Unchained
Source PFU

About This Section Optionally, a character who reaches 5, 10, 15, or 20 ranks in a skill unlocks various bonuses and abilities unique to that skill. The unchained rogue uses these rules extensively, but others can gain access to them with a new feat.

In this system, characters unlock additional abilities when they attain 5, 10, 15, and 20 ranks in a skill. The skill unlocks system interfaces with the unchained rogue to make the rogue the true master of skills.

Skill unlocks give characters new abilities and ways to use their skills upon reaching 5, 10, 15, and 20 ranks in a skill. Any character with the Signature Skill feat can earn skill unlocks for a single skill, and they are a prime feature of the revised version of the rogue who uses her rogue’s edge ability to gain skill unlocks for several of her most iconic skills. Alternatively, you might make skill unlocks a universal part of the game, but you should be aware they add significant power and flexibility to skills, so giving them for free to all classes would grant power boosts to other highly skilled classes such as the investigator and bard, particularly in comparison to the rogue. Another alternative is to eliminate access to the Signature Skill feat, limiting skill unlocks to rogues and rogues alone.

With sufficient ranks in Diplomacy, you earn the following.

15 Ranks: You can attempt to adjust a creature’s attitude in 1 round with no penalty. If you take 1 minute to adjust a creature’s attitude, the duration of the resulting change is measured in days, not hours. You can gather information in 10 minutes by taking a –5 penalty.


Cae Leonidas wrote:
** spoiler omitted **

I didn't see that.

The strange wand flies out of Arsinoe's hand. The scion of House Nicephorus casts about feverishly with her piercing gray eyes, before alighting on Cae.

When she speaks, her tone is a chilling timbre,

"What is the meaning of this?"


Amunet-Ra wrote:

@Seb: Probably should try to make her more friendly before, but wanted to make a request actually. There were checks to influence her before i think?

@Cae: what exactly is he relaying to Amunet-Ra?

"Some requests automatically fail if the request goes against the creature’s values or its nature, subject to GM discretion."

I rule that you can't make her reverse her current plans with that ability.

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