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Marcarius5555
2019-02-08, 04:52 PM
https://upload.wikimedia.org/wikipedia/commons/thumb/f/f4/Turner_Dido_Building_Carthage.jpg/1200px-Turner_Dido_Building_Carthage.jpg

In the harsh lands of the Dark Sun, Tyr is located on the periphery of the so-called Tablelands, seat of the seven city-states of the self-appointed sorcerer-kings. Cradled within a verdant valley sheltered by the protective climes of the Ringing Mountains, the city-state is shielded somewhat from the ravages of the brutal wastelands that extend to the horizon from the foothills of the high massif that surrounds the Tablelands on their western perimeter, dividing it from the remainder of the ruined world.

Built long ago within a verdant valley, the city enjoys a quasi-tropical climate and the blessings of the deep lake around which its various districts sprawl: known predominantly as Ba'al-Yammim, the Master of the Seas, or a variety of similar appellations. Upon bluffs overlooking the city, Kalak erected his sprawling palace and gardens, as well as the Great Kthon, the naval stockyard from which the city's small fleet patrolled the lake.

But Tyr is a city of age and secrets, and the edges of the great lake offer a suggestive hint of the tens of settlements that have arisen and fallen before the present shape of this great habitation of men. Indeed, the current shape of the city rests upon a steep tell of ruins that date back to the distant Blue Age, and perhaps, some whisper, even the fabled Dawn War that it is rumored slew the former gods of Athas. The remains of some of these ruins are visible on the shores of Lake Ba'al-Yammim, and common knowledge has it that enterprising spelunkers are able to enter the ruins from this waterside detritus.

Despite being ruled until recently by one of the lesser sorcerer-kings, Tyr was one of the few cities with an iron mine and is thus quite wealthy, though the ore is deeply tainted, as are so many seeming blessings in the world of Athas, by a persistent and virulent web of deadly mercury.

In addition to the strength which this tainted resource provides to its soldiers' arms, Tyr enjoys a protective position within the Ringing Mountains, defended by a wondrous psionic barrier composed of obsidian artifacts from the Green Age. The remnant of a psionic academy liquidated by the hateful Kalak during his conquest of the city, the disembodied minds of the ancient city-state's noble and gifted children persist in a dolorous awareness, eternally keeping watch over the paradisaical climes they long ago knew as their home.

Tyr was ruled by King Kalak for a thousand years in a reign of terror. He was iron-fisted and refused to listen to his council of city elders. Drawing near the end of his reign, Kalak began the construction of a massive pyramidal artifact which overlooked the Great Arena from its lofty perch high above the city streets. Beginning at the nadir of a Blue Age artifact, a levitating tower known as the Skyway or Skyshard that extends beyond site into the heavens, Kalak anchored his greatest monument to this mysterious object.

None living in its shadow were sure for exactly what purpose the sorcerer-king had fashioned the vast crystal pyramid until the fateful day when the entire population was called to the Great Arena to partake of the blood sports for the Spring Festival. With the conclusion of the last fight, which featured the champion mul gladiator Rikus and his fighting partner Neeva, a great obsidian structure shot through the pyramid and began to drain the life out of the thronging spectators. None could escape, for the gates had been closed and could not be opened from the inside. The reason soon became apparent: Kalak was accelerating his transformation into a Dragon by robbing all the citizens of their life energies. However, at the last moment, Rikus would strike Kalak with the Heartwood Spear, and although this did not kill the evil king, a band of heroes would finally end Kalak's thousand-year reign of evil.

Now, Tyr is known as the Free City, for the bondage of men has been thrown off along with the former sorcerer-king. At least, that was the edict proclaimed by the former High Templar Tithian, now titular Speaker of the Great Council that rules the metropolis. However, the true measure of this new state of affairs remains to be seen.

The Dragon's Tears is a venerable inn of not estimable reputation, a hoary monument of the Dagon District, a seedy dock-side locale on the edge of the deep waters of Lake Ba'al-Yammim. It occupies an ancient building that once, in the distant Green Age perhaps, was a public bath. Here, the wanderers from afar, as well as the ne'er-do-wells of the city, convene to drown their varied or mutual troubles in pungent kank nectar mead, and other pungent fermented obscenities common to the Tablelands.

This afternoon, the expected declination of the hateful red sun hangs especially heavily upon those gathered in the Tears' elaborate common room. Recently, a number of former slaves in the district have been spirited away in the nighttime hours. Now, many have gathered to seek protection in numbers, but still wonder if it will be enough to fend against whoever, or whatever, is hunting them beneath the light of the gibbering moon...

angelpalm
2019-02-09, 08:11 AM
https://i.imgur.com/DMJvYVG.png

Ninazu






A shifty eyed woman walks into the Dragon's Tears and stands near the entrance for a brief second. She then looks back to beckon her equally furtive companions inside.


Ninazu (http://www.myth-weavers.com/sheet.html#id=1815572)
Female Elan(Unseelie Fey) Zealot5/awakenedblade1||Wilder6, Level 6, Init 11, Wounds/Vigor 70/119, DR 5/iron, Speed 40
AC 31, Touch 31, Flat-footed 22, CMD 38, Fort 13, Ref 11, Will 11, CMB +15/+10, Base Attack Bonus 6/1 /82
Deep Crystal Katana +15/+10 (1d10+9, 18–20/×2)
(+7 Dex, +5 Natural, +7 Misc)
Abilities Str 12, Dex 25, Con 9, Int 17, Wis 15, Cha 25
Condition None

Spiritus
2019-02-09, 03:51 PM
Flavia
http://i50.photobucket.com/albums/f320/Doombuggy23339/ana-luzajic-dualswordslarge_zpsgbzqj7en.jpg (http://s50.photobucket.com/user/Doombuggy23339/media/ana-luzajic-dualswordslarge_zpsgbzqj7en.jpg.html)
A tall woman ducks her head under the lintel and makes her way into the tavern. She wears the desert robes common to Athasian travelers, and wears two swords crossed on her back and two whips coiled at her waist. Her features mark her as Balian, and she is preceeded at all times by a knife-sharp grin.

The press parts around her as she makes her way to the bar, and when she reaches it, she shouts Barkeep! I want two of your best meals, a bottle of your finest wine and—here she turns and surveys the sullen, fearful crowd—"a round of Broy for all my new friends! She tosses him a heavy purse, and makes her way to a seat in the corner that has its back to the wall. Immediately, she begins telling bawdy jokes that have those nearest her howling with laughter.

Diplomacy, taking ten = 28

Perform Comedy, taking ten = 26

I'm trying to get my chosen picture to work, but no luck so far.
Edit: Flavia doesn't have the shadowy effects, but it's pretty close to how she looks in my head.

Warlawk
2019-02-10, 12:53 AM
https://farm8.staticflickr.com/7873/33169158558_dd98220dcd_t.jpg (https://flic.kr/p/Sx3Bf7)IV (https://www.myth-weavers.com/sheet.html#id=1800611)

A small woman trails Flavia into the tavern, unobtrusive and comfortable in the shadow of her more boisterous companion. IV has bleached red hair, shaved at the sides and pale green eyes. She quirks a small amused grin as Flavia suddenly becomes the center of attention, slipping aside to claim a table for them.

As she settles into her chair, carefully smoothing her desert robes, IV's brow crinkles in concentration for a few moments. When she returns her attention to the present she nods a thank you to Flavia and accepts a cup of wine, shaking her head at the never ending stream of off color humor streaming from her friend's mouth.

The pungent odor of Broy and sweat fills the close, scorching space within the Tear's common room though it is far more pleasant than being out in the blazing afternoon sun. With a glance at Flavia she sniffs and wrinkles her nose "At least the character of this place covers the stink outside, I'm not sure I'll ever get used to the how very ripe the city is, I miss the winds on the dunes sometimes, even the endless dust is better than this."

When she takes a moment to concentrate, IV will manifest Display Olfactory
Manifesting Time 1 standard action

EFFECT

Range 30 ft.
Area 30-ft.-radius emanation centered on you
Duration 10 min./level (D)
Saving Throw None; Power Resistance No
Power Points 3

DESCRIPTION

While the duration of this power lasts, you become aware of the presence of any creatures with hostile intent within 30 feet of you, and their direction from you (but not their specific location). The power detects active aggression, as opposed to vigilance. In addition, while this power is active you cannot be surprised or caught flat-footed by creatures that are susceptible to mind-affecting powers.

While under the effect of this power, you can make Sense Motive checks as a free action against anyone within 30 feet of you.

The power can penetrate barriers, but 3 feet of stone, 3 inches of common metal, 1 inch of lead, or 6 feet of wood or dirt blocks it. and then use Synchronicity linked to Bestow power to restore her PP to full.

Spiritus
2019-02-10, 02:20 AM
Flavia


https://farm8.staticflickr.com/7873/33169158558_dd98220dcd_t.jpg (https://flic.kr/p/Sx3Bf7)IV (https://www.myth-weavers.com/sheet.html#id=1800611)

A small woman trails Flavia into the tavern, unobtrusive and comfortable in the shadow of her more boisterous companion. IV has bleached red hair, shaved at the sides and pale green eyes. She quirks a small amused grin as Flavia suddenly becomes the center of attention, slipping aside to claim a table for them.

As she settles into her chair, carefully smoothing her desert robes, IV's brow crinkles in concentration for a few moments. When she returns her attention to the present she nods a thank you to Flavia and accepts a cup of wine, shaking her head at the never ending stream of off color humor streaming from her friend's mouth.

The pungent odor of Broy and sweat fills the close, scorching space within the Tear's common room though it is far more pleasant than being out in the blazing afternoon sun. With a glance at Flavia she sniffs and wrinkles her nose "At least the character of this place covers the stink outside, I'm not sure I'll ever get used to the how very ripe the city is, I miss the winds on the dunes sometimes, even the endless dust is better than this."

When she takes a moment to concentrate, IV will manifest Display Olfactory
Manifesting Time 1 standard action

EFFECT

Range 30 ft.
Area 30-ft.-radius emanation centered on you
Duration 10 min./level (D)
Saving Throw None; Power Resistance No
Power Points 3

DESCRIPTION

While the duration of this power lasts, you become aware of the presence of any creatures with hostile intent within 30 feet of you, and their direction from you (but not their specific location). The power detects active aggression, as opposed to vigilance. In addition, while this power is active you cannot be surprised or caught flat-footed by creatures that are susceptible to mind-affecting powers.

While under the effect of this power, you can make Sense Motive checks as a free action against anyone within 30 feet of you.

The power can penetrate barriers, but 3 feet of stone, 3 inches of common metal, 1 inch of lead, or 6 feet of wood or dirt blocks it. and then use Synchronicity linked to Bestow power to restore her PP to full.
http://i50.photobucket.com/albums/f320/Doombuggy23339/ana-luzajic-dualswordslarge_zpsgbzqj7en.jpg (http://s50.photobucket.com/user/Doombuggy23339/media/ana-luzajic-dualswordslarge_zpsgbzqj7en.jpg.html)
Flavia waves her audience off after one last joke and turns to her companion, sniffing the air as she does. That was one of the best things about leaving Balic for the first time. Even the food tasted better!" Her ever present grin widens. "Took me three days to realize it was because I wasn't tasting chamber pot."

She drains her cup of wine, then looks at it appraisingly. "Surprisingly good," she says. "I guess he decided not to cheat me."

Warlawk
2019-02-10, 03:05 AM
Flavia waves her audience off after one last joke and turns to her companion, sniffing the air as she does. Her ever present grin widens. [COLOR="#0000FF"]"Took me three days to realize it was because I wasn't tasting chamber pot."

She drains her cup of wine, then looks at it appraisingly. "Surprisingly good," she says. "I guess he decided not to cheat me."

https://farm8.staticflickr.com/7873/33169158558_dd98220dcd_t.jpg (https://flic.kr/p/Sx3Bf7)IV (https://www.myth-weavers.com/sheet.html#id=1800611)

"Indeed." IV responds with a quiet chuckle. With an expansive sweep of her arm through the thick atmosphere of the tavern, she raises her glass to Flavia in toast "To fresher breezes and surprisingly good drink!"

Spiritus
2019-02-10, 05:59 AM
https://farm8.staticflickr.com/7873/33169158558_dd98220dcd_t.jpg (https://flic.kr/p/Sx3Bf7)IV (https://www.myth-weavers.com/sheet.html#id=1800611)

"Indeed." IV responds with a quiet chuckle. With an expansive sweep of her arm through the thick atmosphere of the tavern, she raises her glass to Flavia in toast "To fresher breezes and surprisingly good drink!"

http://i50.photobucket.com/albums/f320/Doombuggy23339/ana-luzajic-dualswordslarge_zpsgbzqj7en.jpg (http://s50.photobucket.com/user/Doombuggy23339/media/ana-luzajic-dualswordslarge_zpsgbzqj7en.jpg.html)

Flavia
"I'll drink to that!"Flavia answers, raising her refilled goblet to clink against IV's own. "Fresher breezes and surprisingly good drink!"

NiveanDauphin
2019-02-10, 11:18 AM
https://www.google.com/search?q=Pterran&client=ms-android-verizon&prmd=imvn&source=lnms&tbm=isch&sa=X&ved=2ahUKEwj0nfnmxrHgAhWndd8KHev8B14Q_AUoAXoECAwQA Q&biw=412&bih=604&dpr=2.63#imgrc=mozFgQedinvT6M


Slatescale

Fresher breezes echoes Slatescale (https://www.myth-weavers.com/sheet.html#id=1827166). There is a fortuitous toast. This is indeed a town with fresher breezes, now the stench of dragon is gone.

Ancient
2019-02-10, 02:39 PM
Davin/Old Nan

http://i65.tinypic.com/10seikp.jpg

A quiet old woman dressed in simple desert garb enters the Tavern. She orders some tea and sits by herself talking and knitting. She might seem out of place in hive of scum and villainy like The Dragon's Tears, but she's a harmless old coot that bothers noone and the bartender took a shine to her a while back.

neriractor
2019-02-10, 03:47 PM
https://i.imgur.com/DMJvYVG.png

Ninazu






A shifty eyed woman walks into the Dragon's Tears and stands near the entrance for a brief second. She then looks back to beckon her equally furtive companions inside.


Ninazu (http://www.myth-weavers.com/sheet.html#id=1815572)
Female Elan(Unseelie Fey) Zealot5/awakenedblade1||Wilder6, Level 6, Init 11, Wounds/Vigor 70/119, DR 5/iron, Speed 40
AC 31, Touch 31, Flat-footed 22, CMD 38, Fort 13, Ref 11, Will 11, CMB +15/+10, Base Attack Bonus 6/1 /82
Deep Crystal Katana +15/+10 (1d10+9, 18–20/×2)
(+7 Dex, +5 Natural, +7 Misc)
Abilities Str 12, Dex 25, Con 9, Int 17, Wis 15, Cha 25
Condition None





Selim

https://db4sgowjqfwig.cloudfront.net/campaigns/72359/assets/497777/Elf.jpg?1440244390

A masked elf who seemed to perpetuate the tradition of carrying everything he owned on his back turned around in a quick inspection of the room before taking off his mask and letting it hang loosely to his back.

He looked at Ninazu and with a complicit smile and signaled the loud spender sitting by the back "feel like mingling?" irregardless of the answer he went to the bar and sat leisurely in whatever hardened rock passed for a stool, his back to a pillar so he could place his order without missing the rest of the "atmosphere". A tap was followed by an order for "some decent wine and two broy, you know who is treating" in a voice that sounded less than excited about the free drinks.

His eyes remained near Davin as he waited for their other companion and the drinks, he didn't really trust humans who aged...

SaveOrDye
2019-02-10, 05:16 PM
https://i1.wp.com/dndguide.com/wp-content/uploads/2018/04/Human-5e.png?fit=306%2C459&ssl=1
A woman walks in with a quarterstaff slung over her back. She sees the celebration within the tavern and smiles before taking a seat at the bar. "An ale, if you will." She asks the bartender before leaning the staff against the bar and looking over her shoulder at the other customers.

Mathias1313
2019-02-10, 05:35 PM
Morg

A large wall of a man enters the bar, standing around 9ft tall. Slightly smaller than most half giants you might be used to. He tentatively walks to the bar and asks for something to drink, looking unsure of the etiquette for this place. On hearing the celebration, he peers over looking hopefully.

Spiritus
2019-02-10, 05:47 PM
https://www.google.com/search?q=Pterran&client=ms-android-verizon&prmd=imvn&source=lnms&tbm=isch&sa=X&ved=2ahUKEwj0nfnmxrHgAhWndd8KHev8B14Q_AUoAXoECAwQA Q&biw=412&bih=604&dpr=2.63#imgrc=mozFgQedinvT6M


Slatescale

Fresher breezes echoes Slatescale (https://www.myth-weavers.com/sheet.html#id=1827166). There is a fortuitous toast. This is indeed a town with fresher breezes, now the stench of dragon is gone.
http://i50.photobucket.com/albums/f320/Doombuggy23339/Flavia_zpsr5fcjfmd.jpg (http://s50.photobucket.com/user/Doombuggy23339/media/Flavia_zpsr5fcjfmd.jpg.html)

Flavia

Flavia turns to the Pterran at the next table. "Indeed! A pox on all dragonlords, anyway. What have they ever done for us?she says as she becons to the server with their meal. After she takes the plates from the server, she turns back to the Pterran. "What's your name, friend?"

Togo
2019-02-10, 07:05 PM
https://i.pinimg.com/236x/f5/0c/df/f50cdf7e9d79edae1229324f2bcd34e9.jpg

Against one wall, a young slight figure in worn desert garb sits, tense and a little awkward, occasionally turning a cup of weak tea in small precise increments. He watches each person as they come in, as if waiting for one of them to suddenly transform into bad news.

NiveanDauphin
2019-02-10, 09:15 PM
http://i50.photobucket.com/albums/f320/Doombuggy23339/Flavia_zpsr5fcjfmd.jpg (http://s50.photobucket.com/user/Doombuggy23339/media/Flavia_zpsr5fcjfmd.jpg.html)

Flavia

Flavia turns to the Pterran at the next table. "Indeed! A pox on all dragonlords, anyway. What have they ever done for us?she says as she becons to the server with their meal. After she takes the plates from the server, she turns back to the Pterran. "What's your name, friend?"


Slatescale

The Pterran chuckles. you couldn't pronounce it, but it translates roughy to "Slatescale." And what are you called, friend?

Spiritus
2019-02-10, 10:36 PM
Slatescale

The Pterran chuckles. you couldn't pronounce it, but it translates roughy to "Slatescale." And what are you called, friend?


Flavia
http://i50.photobucket.com/albums/f320/Doombuggy23339/Flavia_zpsr5fcjfmd.jpg (http://s50.photobucket.com/user/Doombuggy23339/media/Flavia_zpsr5fcjfmd.jpg.html)
Flavia rises and bows to the Pterran"Hail and we'll met, Slatescale! I am Flavia Aquilia, late of Balic, and this is my companion, IV." She returns to her seat, then offers him the bottle. "Would you care for some wine?"

NiveanDauphin
2019-02-10, 10:39 PM
Slatescale

Please do share your wine! And may I ask what brings you to this free city? I, myself, am under a ritual obligation to help keep it free from other vile sorcerers, and I thought I might seek work with forces fighting against such infringement.

Warlawk
2019-02-10, 11:12 PM
Slatescale

Please do share your wine! And may I ask what brings you to this free city? I, myself, am under a ritual obligation to help keep it free from other vile sorcerers, and I thought I might seek work with forces fighting against such infringement.

https://farm8.staticflickr.com/7873/33169158558_dd98220dcd_t.jpg (https://flic.kr/p/Sx3Bf7)IV (https://www.myth-weavers.com/sheet.html#id=1800611)

IV intercepts the wine bottle and tops off her own cup, then passes it along to the Pterran and raises her mug in casual salute. Taking a sip, she eyes the brave soul before speaking. "A worthy pursuit, though many would think you mad to oppose such power. Tyr appreciates such sentiments even if most others would think you sun addled."

Marcarius5555
2019-02-10, 11:15 PM
Flavia
http://i50.photobucket.com/albums/f320/Doombuggy23339/ana-luzajic-dualswordslarge_zpsgbzqj7en.jpg (http://s50.photobucket.com/user/Doombuggy23339/media/ana-luzajic-dualswordslarge_zpsgbzqj7en.jpg.html)
A tall woman ducks her head under the lintel and makes her way into the tavern. She wears the desert robes common to Athasian travelers, and wears two swords crossed on her back and two whips coiled at her waist. Her features mark her as Balian, and she is preceeded at all times by a knife-sharp grin.

The press parts around her as she makes her way to the bar, and when she reaches it, she shouts Barkeep! I want two of your best meals, a bottle of your finest wine and—here she turns and surveys the sullen, fearful crowd—"a round of Broy for all my new friends! She tosses him a heavy purse, and makes her way to a seat in the corner that has its back to the wall. Immediately, she begins telling bawdy jokes that have those nearest her howling with laughter.

Diplomacy, taking ten = 28

Perform Comedy, taking ten = 26

I'm trying to get my chosen picture to work, but no luck so far.
Edit: Flavia doesn't have the shadowy effects, but it's pretty close to how she looks in my head.

Who are your skill checks directed at?

Spiritus
2019-02-10, 11:31 PM
Slatescale

Please do share your wine! And may I ask what brings you to this free city? I, myself, am under a ritual obligation to help keep it free from other vile sorcerers, and I thought I might seek work with forces fighting against such infringement.


Flaviahttp://i50.photobucket.com/albums/f320/Doombuggy23339/Flavia_zpsr5fcjfmd.jpg (http://s50.photobucket.com/user/Doombuggy23339/media/Flavia_zpsr5fcjfmd.jpg.html)
Flavia fills his goblet and offers it back with a flourish. "Why else but revenge, of course! Some slavers... took some things... from IV, and so we aren't interested in to make sure their mistake was a terminal one." Flavia's tone remains as cheerful as ever, and her grin nearly splits her face in half, but her eyes glitter coldly.

"IV has claimed the leader for herself, but she doesn't mind if I snap up some of her leftovers."Flavia finishes.

Marcarius5555
2019-02-10, 11:48 PM
The interior of the Dragon's Tears is ill-lit by the guttering light cast by a seemingly haphazard assortment of lamps. As evening quickly descends upon the winding streets of the Dagon District, a palpable hush settles upon the assembled patrons of the disreputable establishment.

This marked alteration in the mood of the revelers is not without due cause, for the nights as of late have birthed a new terror, a mysterious agency which has undertaken to spirit away, without explanation or trace, several newly-freed slaves who have established their residencies within the waterside quarter of Tyr.

From several corners of the chamber, a disturbed up-swelling of low murmurs is half audible,

"Wonder who'll be next... "

"Vanished, without a word..."

"Hamon said he saw a voidspawn."

Ancient
2019-02-11, 12:10 AM
The interior of the Dragon's Tears is ill-lit by the guttering light cast by a seemingly haphazard assortment of lamps. As evening quickly descends upon the winding streets of the Dagon District, a palpable hush settles upon the assembled patrons of the disreputable establishment.

This marked alteration in the mood of the revelers is not without due cause, for the nights as of late have birthed a new terror, a mysterious agency which has undertaken to spirit away, without explanation or trace, several newly-freed slaves who have established their residencies within the waterside quarter of Tyr.

From several corners of the chamber, a disturbed up-swelling of low murmurs is half audible,

"Wonder who'll be next... "

"Vanished, without a word..."

"Hamon said he saw a voidspawn."

Davin/"Old Nan" (https://www.myth-weavers.com/sheet.html#id=1806242)

http://i65.tinypic.com/10seikp.jpg

Old Nan's ear's perk up at the upswell, but her needles don't miss a beat.

Perception to Eavesdrop: [roll0]
Expanded Inspiration: [roll1]

Spiritus
2019-02-11, 01:05 AM
Flavia

http://i50.photobucket.com/albums/f320/Doombuggy23339/Flavia_zpsr5fcjfmd.jpg (http://s50.photobucket.com/user/Doombuggy23339/media/Flavia_zpsr5fcjfmd.jpg.html)
Upon hearing the crowd begin to whisper, Flavia disengages from her conversation with Slatescale and makes her way to the bar, keeping her ears open for more whispers on the way. She waves the bartender over and asks "Barkeep, what are all the whispers about? What has been going on in the area lately?"

Taking 10 for diplomacy and perception:
Diplomacy: 28
Perception: 20

Marcarius5555
2019-02-11, 03:06 AM
Flavia

http://i50.photobucket.com/albums/f320/Doombuggy23339/Flavia_zpsr5fcjfmd.jpg (http://s50.photobucket.com/user/Doombuggy23339/media/Flavia_zpsr5fcjfmd.jpg.html)
Upon hearing the crowd begin to whisper, Flavia disengages from her conversation with Slatescale and makes her way to the bar, keeping her ears open for more whispers on the way. She waves the bartender over and asks "Barkeep, what are all the whispers about? What has been going on in the area lately?"

Taking 10 for diplomacy and perception:
Diplomacy: 28
Perception: 20

From the other side of the counter, a powerfully-built Mul regards Flavia with a pointed expression. His tan skin is stretched taut over a powerful frame, suggesting that the mul's previous life was more physically rigorous than his current employment in the hospitality industry.

He seems to consider his words for a moment before replying in a measured tone, the mul's explanation commencing with a forceful outburst of air from between his violet-tinted lips, a gesture whose import appears to lie somewhere between a pout and whistle,

"Well, friend, who can say exactly? Since Kalak's death, many of us thought we'd come into a new life. But it doesn't seem to have quite worked out that way."

"The last several moons, a number of new residents of this district, some of them my fellows from the Great Arena, have vanished without explanation or evidence. As you can well imagine, these as-yet unexplained disappearances have occasioned considerable fear and consternation amongst us, and many of us have taken to gathering here for mutual protection at night.

Marcarius5555
2019-02-11, 03:09 AM
https://farm8.staticflickr.com/7873/33169158558_dd98220dcd_t.jpg (https://flic.kr/p/Sx3Bf7)IV (https://www.myth-weavers.com/sheet.html#id=1800611)

A small woman trails Flavia into the tavern, unobtrusive and comfortable in the shadow of her more boisterous companion. IV has bleached red hair, shaved at the sides and pale green eyes. She quirks a small amused grin as Flavia suddenly becomes the center of attention, slipping aside to claim a table for them.

As she settles into her chair, carefully smoothing her desert robes, IV's brow crinkles in concentration for a few moments. When she returns her attention to the present she nods a thank you to Flavia and accepts a cup of wine, shaking her head at the never ending stream of off color humor streaming from her friend's mouth.

The pungent odor of Broy and sweat fills the close, scorching space within the Tear's common room though it is far more pleasant than being out in the blazing afternoon sun. With a glance at Flavia she sniffs and wrinkles her nose "At least the character of this place covers the stink outside, I'm not sure I'll ever get used to the how very ripe the city is, I miss the winds on the dunes sometimes, even the endless dust is better than this."

When she takes a moment to concentrate, IV will manifest Display Olfactory
Manifesting Time 1 standard action

EFFECT

Range 30 ft.
Area 30-ft.-radius emanation centered on you
Duration 10 min./level (D)
Saving Throw None; Power Resistance No
Power Points 3

DESCRIPTION

While the duration of this power lasts, you become aware of the presence of any creatures with hostile intent within 30 feet of you, and their direction from you (but not their specific location). The power detects active aggression, as opposed to vigilance. In addition, while this power is active you cannot be surprised or caught flat-footed by creatures that are susceptible to mind-affecting powers.

While under the effect of this power, you can make Sense Motive checks as a free action against anyone within 30 feet of you.

The power can penetrate barriers, but 3 feet of stone, 3 inches of common metal, 1 inch of lead, or 6 feet of wood or dirt blocks it. and then use Synchronicity linked to Bestow power to restore her PP to full.

IV detects a hostile presence quickly closing from the street to the south of the main tavern room, which is in the direction of the docks abutting Lake Ba'al-Yammim.

Warlawk
2019-02-11, 03:33 AM
https://farm8.staticflickr.com/7873/33169158558_dd98220dcd_t.jpg (https://flic.kr/p/Sx3Bf7)IV (https://www.myth-weavers.com/sheet.html#id=1800611)

IV starts upright in her chair, sloshing a bit of wine over the edge of her cup. She tosses the cup onto the table as she rushes to Flavia's Side at the bar, not even noticing that the cup has tipped over. Tugging at the taller woman's shoulder she goes up on tiptoe and whispers into her ear "Something dangerous in the street just there." The tip of her head to indicate direction tosses her spiky red hair so that it lays across the other shaved side of her head.

Keeping a close eye on the south side of the room, she concentrates for a moment to prepare herself.
Manifest Vigor 6 PP and Hustle linked to Synchronicity to manifest Force screen fully augmented 2PP + 5PP
If I have another round to act I will manifest Metamorphosis selecting +4Dex and decrease size 2 categories for 5PP

Spiritus
2019-02-11, 05:31 AM
https://farm8.staticflickr.com/7873/33169158558_dd98220dcd_t.jpg (https://flic.kr/p/Sx3Bf7)IV (https://www.myth-weavers.com/sheet.html#id=1800611)

IV starts upright in her chair, sloshing a bit of wine over the edge of her cup. She tosses the cup onto the table as she rushes to Flavia's Side at the bar, not even noticing that the cup has tipped over. Tugging at the taller woman's shoulder she goes up on tiptoe and whispers into her ear "Something dangerous in the street just there." The tip of her head to indicate direction tosses her spiky red hair so that it lays across the other shaved side of her head.

Keeping a close eye on the south side of the room, she concentrates for a moment to prepare herself.
Manifest Vigor 6 PP and Hustle linked to Synchronicity to manifest Force screen fully augmented 2PP + 5PP
If I have another round to act I will manifest Metamorphosis selecting +4Dex and decrease size 2 categories for 5PP

Flavia
http://i50.photobucket.com/albums/f320/Doombuggy23339/Flavia_zpsr5fcjfmd.jpg (http://s50.photobucket.com/user/Doombuggy23339/media/Flavia_zpsr5fcjfmd.jpg.html)
Flavia nods to IV sharply and practically leaps of her barstool. "Something nasty incoming!"She shouts. "Civilians against the back wall, anyone who can fight, follow me!" She shouts as she moves forward, uncoiling her whips from her belt and revealing their spiked tips. Her steps are already slipping into a dancer's rythym, and her grin is wider than ever as she begins to recite a poem, voice projecting throughout the building.


Out of the night that covers me,
Black as the pit from pole to pole,
I thank whatever gods may be
For my unconquerable soul...

Intimidate check to make sure the civilians stay back: [roll0] should be an autopass.
I'm using my swift action to cast inspirational boost, and my standard to use DragonFire Inspiration. As soon as the next round begins, I'm activating Badge of Valor for a total of +5d6 Sonic damage on all attacks for every Ally who can hear me. Also, Flavia is by default in the stance Leading the Charge, which gives everyone within 60 ft who can hear me a +5 damage bonus on charge attacks.

NiveanDauphin
2019-02-11, 05:37 AM
Slatescale

The Pterran, aware of the shift in tone of her acquaintances, if not the reason or content, centers herself and then centers her Geodite envoy.

Edit:

As the scene bursts into action, she manifests defensive precognition at the highest useful level and moves towards the alleged enemy.

SaveOrDye
2019-02-11, 07:11 AM
https://i1.wp.com/dndguide.com/wp-content/uploads/2018/04/Human-5e.png?fit=306%2C459&ssl=1
Jiangargos Yoljac (https://www.myth-weavers.com/sheet.html#id=1819278)

Jiangargos cautiously stands up after hearing Flavia's call. She pauses for a second, then hesitantly approaches. "What did you see?" She asks. As she walks, a faint shimmer of force appears around her.

I'll activate my Force Shield feat.

Mathias1313
2019-02-11, 12:52 PM
https://cdnb.artstation.com/p/assets/images/images/002/124/951/large/saad-irfan-01.jpg?1457591095

Morg

Happily watching and listening to everyone in the bar, Morg's demeanor changes instantly when Flavia calls for action, instantly dropping his mug of ale, skin rippling into scales, his form elongating and becoming more deadly. The half giant transforms into a bipedal beast (see picture).

Morg will try to put himself in front of the others, protecting them from any threat.
Standard action to turn into Hybrid form.
Swift action to enter Vigilant Keepers Stance, my threatened area (10ft) is now difficult terrain.
Also spending a Ki pt to activate combat precog. My opponents roll twice take lowest against me.

Togo
2019-02-11, 01:51 PM
https://i.pinimg.com/236x/f5/0c/df/f50cdf7e9d79edae1229324f2bcd34e9.jpg

https://www.myth-weavers.com/sheet.html#id=1819339

The youth is at once on his feet in his seat, like a kitchen matron faced with a foraging centipede. He loosens his jacket, revealing a two bandoliers criss-crossing his chest, and the familiar glint of glass edges.

He frowns as the music sweeps over him, and then reaches a decision. Clearing the table with a short hop, he lands on the open floor, opening a clear line to the door - and the nearest window.

He takes a moment to concentrate, and then glowing sigils flare into life, circling his head like a halo. The slow procession of gylphs cast a noticeable gleam, and nearby objects swarm with the faint shadows cast by their passing.

Unsurpress sigils, move to a place where he's got the best chance at a clear charge lane to anything that comes via the door or nearest window.

Marcarius5555
2019-02-11, 07:02 PM
Davin/"Old Nan" (https://www.myth-weavers.com/sheet.html#id=1806242)

http://i65.tinypic.com/10seikp.jpg

Old Nan's ear's perk up at the upswell, but her needles don't miss a beat.

Perception to Eavesdrop: [roll0]
Expanded Inspiration: [roll1]



The following conversations are audible:

"What do you think's going on -- it only began after Kalak died. Who do you think could be responsible. Poor Ahab -- first his wife dies, and now his little boy is gone. In his case, I can't help but be suspicious of his former employers within House Vordon -- I suspect they weren't exactly thrilled with the decree of Speaker Tithian freeing all the slaves."

"Well, ever since the King Kalak died, there's been a lot of strange occurrences in the city. You know, some say it was his powers that were keeping whatever lives in the under city in check. Maybe something's been freed in those ancient, water-filled tunnels? Something terrible that Kalak isn't around to scare back underground anymore..."

"I don't know about you, but I heard from Naomi and Shiphra that the old ruin at the corner of Shadow Street and the Deadwalk has been, I don't know, stirring lately. Like it's come awake. The stones are heard groaning in the night, and some even say they've seen lights or something. All I know is, I'm staying as far away from all that as I can."

Ancient
2019-02-11, 10:49 PM
The following conversations are audible:

"What do you think's going on -- it only began after Kalak died. Who do you think could be responsible. Poor Ahab -- first his wife dies, and now his little boy is gone. In his case, I can't help but be suspicious of his former employers within House Vordon -- I suspect they weren't exactly thrilled with the decree of Speaker Tithian freeing all the slaves."

"Well, ever since the King Kalak died, there's been a lot of strange occurrences in the city. You know, some say it was his powers that were keeping whatever lives in the under city in check. Maybe something's been freed in those ancient, water-filled tunnels? Something terrible that Kalak isn't around to scare back underground anymore..."

"I don't know about you, but I heard from Naomi and Shiphra that the old ruin at the corner of Shadow Street and the Deadwalk has been, I don't know, stirring lately. Like it's come awake. The stones are heard groaning in the night, and some even say they've seen lights or something. All I know is, I'm staying as far away from all that as I can."


Davin/"Old Nan" (https://www.myth-weavers.com/sheet.html#id=1806242)

Old Nan smiles and nods to herself, as she is recalling her daughter's wedding day and the dress she wore, so beautiful. Clearly, the woman is in another world. As the commotion erupts, she barely notices, just making a minor adjustment to her knitting basket as someone pushes past her. A close observer however might notice a brief flash of light in her eyes as she gathers power.


Adjusting the basket to reveal two called obsidian daggers. Activating Physical Acceleration

Marcarius5555
2019-02-12, 12:05 AM
https://i.pinimg.com/originals/4a/8d/79/4a8d7949e6147ab9a9d151c54d06d288.jpg

Does anyone have any Invisibility detecting powers that would affect the determination of surprise for a combat round?

The chill night air is suddenly pierced by a guttural roar emanating from just outside the confines of the Dragon's Tears. It seems as if the aged ceramic blocks whose dense tiers make up the walls of the venerable establishment shudder palpably in response this terrifying nocturnal eruption. Whatever this night terror might be approaches from the south, off of the open thoroughfare known as Rephaim Square.

SaveOrDye
2019-02-12, 06:32 AM
https://i.pinimg.com/originals/4a/8d/79/4a8d7949e6147ab9a9d151c54d06d288.jpg

Does anyone have any Invisibility detecting powers that would affect the determination of surprise for a combat round?

The chill night air is suddenly pierced by a guttural roar emanating from just outside the confines of the Dragon's Tears. It seems as if the aged ceramic blocks whose dense tiers make up the walls of the venerable establishment shudder palpably in response this terrifying nocturnal eruption. Whatever this night terror might be approaches from the south, off of the open thoroughfare known as Rephaim Square.

I can see invisible creatures. I also have blindsight 30', constant detect magic, and I know when a creature with at least 10 HD more than me is within 30' (but I don't know its location or any other info).

Marcarius5555
2019-02-12, 10:56 AM
Everyone, post your initiative modifier in the OOC thread so I can roll together for everyone. This is how we're going to do combat -- I will roll for everyone, and the monsters will go as a group, while the heroes will be divided into going before and after their enemies.

The common room of the Dragon's Tears is suddenly alive with the foment of pitched combat as some unseen terror forces itself among the crowded tables. Terrified cries erupt from a number of patrons as a pack of invisible and yet all to tangible beasts weave among the inn's patrons, brushing their exposed limbs with the cruelly serrated angles of their myriad unseen forms. It seems that whatever malign agency has been responsible for the recent disappearance of slaves from the Dagon District has now taken the opportunity afforded by their convenient congregation in the Dragon's Tears to assail their chosen prey en masse. Only the quick and successful intervention of some ready and able party will prevent the speedy depopulation of the inn from its population of former bondsmen, their unlucky persons spirited off to whatever awful fate assuredly awaits them in the dead of night...

neriractor
2019-02-12, 11:40 AM
Selim (https://www.myth-weavers.com/sheet.html#id=1798278)

https://db4sgowjqfwig.cloudfront.net/campaigns/72359/assets/497777/Elf.jpg?1440244390

The elf places his mask back on and reaches for the weapon by his hip, a grin barely let through by the skull motive as he taps the pouch by his side checking again for attemted robberies, all there.

He took a couple of steps ahead, positioning himself on a window to see if the others were planning to hold the tavern or meet the challenge head on, and content to just recall if he had ever heard such a roar.

I have scent (which can be used against incorporeal targets, although I don't think that matters for this one), so it would be a matter of if they are upwind or downwind to see if he at least detect them as well, though I agree that an incredibly tense group of people who all have mostly high enough perception to give invisibility with no other modifiers a run for its money and know more or less where the danger is coming from should not take a surprise round, now if some other group attacked from the other side or something I could see it.

weapons out.

And rolling a bazzillion knowledge check to see if I recognize what the sound is from.
arcana: [roll0]
nature: [roll1]
dungeoneering: [roll2]
psionics: [roll3]
planes: [roll4]
religion: [roll5]
psionics: [roll6]
martial: [roll7]
local: [roll8]

apparently I neglected knowledge local, completely forgot it works for humanoids :smalltongue:

So, maybe I can just roll one next time with a list of the appropiate modifiers (+15 for everything but psionics and local.) and you tell me if I fail or not? did it this way just in case since I don't even know the type of the creature.

Marcarius5555
2019-02-12, 12:13 PM
Selim (https://www.myth-weavers.com/sheet.html#id=1798278)

https://db4sgowjqfwig.cloudfront.net/campaigns/72359/assets/497777/Elf.jpg?1440244390

The elf places his mask back on and reaches for the weapon by his hip, a grin barely let through by the skull motive as he taps the pouch by his side checking again for attemted robberies, all there.

He took a couple of steps ahead, positioning himself on a window to see if the others were planning to hold the tavern or meet the challenge head on, and content to just recall if he had ever heard such a roar.

I have scent (which can be used against incorporeal targets, although I don't think that matters for this one), so it would be a matter of if they are upwind or downwind to see if he at least detect them as well, though I agree that an incredibly tense group of people who all have mostly high enough perception to give invisibility with no other modifiers a run for its money and know more or less where the danger is coming from should not take a surprise round, now if some other group attacked from the other side or something I could see it.

weapons out.

And rolling a bazzillion knowledge check to see if I recognize what the sound is from.
arcana: [roll0]
nature: [roll1]
dungeoneering: [roll2]
psionics: [roll3]
planes: [roll4]
religion: [roll5]
psionics: [roll6]
martial: [roll7]
local: [roll8]

apparently I neglected knowledge local, completely forgot it works for humanoids :smalltongue:

So, maybe I can just roll one next time with a list of the appropiate modifiers (+15 for everything but psionics and local.) and you tell me if I fail or not? did it this way just in case since I don't even know the type of the creature.

Did you see the last post that they're already in the room? I couldn't quite tell if you understood that based on the way you posted. The issue with surprise has been, I think, resolved in the OOC thread -- they may have a chance to get some PCs flat-footed, but there's no surprise round.

I'm just going to summarize all the Knowledge checks together instead of dealing with each one individually if that's all right with you.

Based on the distinctive click of the beasts' movement, the elf is able to discern that the creatures are some kind of immense scorpions. The elaborate cacophony which erupts from their movements indicates that their protective carapaces are exceptionally dense and studded with a variety of chitin spikes. Collectively, this information suggests some kind of mutation that would associate the creatures with the Black, the strange dimension of darkness and chaos in which Rajaat the Warbringer was imprisoned by his Champions following the Cleansing Wars. Specifically, they probably hail from the region of the Black known as the Void, a mysterious landscape which surrounds the Hollow, the prison of Rajaat and other powerful entities, including, some say, the sleeping form of the angry creator deity that destroyed the former gods of Athas during the Dawn War. The Void is a chaotic region home to the mysterious race of entities known as the xxyth, a numerous species of diverse forms and power that embody the chaos of the Void, and whose origins legend ascribes to the sleeping creator who attempted to destroy Athas in its fierce rage during the Dawn War, when the former divine patrons of the Tablelands were collectively anihilated. These xxyth are also able to touch the mortal world with their powers. These scorpions would appear to be mutant insects tainted with the power of the xxyth.

Marcarius5555
2019-02-12, 12:42 PM
Ok, I think I have everyone and their Initiative modifier below, can I'm going to give 24 hours for any corrections before I post rolls when I edit this post.

Could everyone do me a huge favor and either link their mythweavers sheet or post a small stat block in your spoilers with your posts? It was quite a challenge to locate everyone's character sheets to compile Initiative, and it will be easier for me to do rolls for the group to keep thinks moving if I have that information easily at hand.

There are also still some rules issues I think I noted looking at sheets for Initiative. I'm going to post in the OOC thread of things to correct/look out for/check.

Initiative

Selim 1d20+10
Davin 1d20+10
Ben 1d20+11
Slatescale 1d20+4
IV 1d20+6
Flavia 1d20+5
Morg 1d20+6
Ninazu 1d20+10
Jingagaros 1d20+9

Togo
2019-02-13, 12:29 PM
Selim [roll0]
Davin [roll1]
Ben [roll2]
Slatescale [roll3]
IV [roll4]
Flavia [roll5]
Morg [roll6]
Ninazu [roll7]
Jingagaros [roll8]

You can't use the dice roller in an edit, only a new post. It's to stop people changing roles once posted.

Marcarius5555
2019-02-13, 01:13 PM
Got it to work finally. My Kindle browser is super wonky.

Enemies Initiative [roll0]

Ben post your actions. Then the enemies go. Then everyone else.

Spiritus
2019-02-13, 02:11 PM
Got it to work finally. My Kindle browser is super wonky.

Enemies Initiative [roll0]

Ben post your actions. Then the enemies go. Then everyone else.


for future reference, Flavia's initiative is actually 9, though it doesn't change anything now.

Togo
2019-02-13, 07:17 PM
Ben frowns, waiting for the monsters of the night that, seemingly have not come. He goes through a kata, his hands making a few passes in appeal to the spirits of the upper air, before settling back into a stance subtly different to what it was before.

Three actions
Casting cleric spell eyes of the avoral to get +8 to perception checks for the next hour.
Adopting Island of blades stance (I count as providing a flank to any ally provided we are both adjacent to the same opponent)
Ready an action to attack the first monster I see

Marcarius5555
2019-02-13, 08:03 PM
Ben frowns, waiting for the monsters of the night that, seemingly have not come. He goes through a kata, his hands making a few passes in appeal to the spirits of the upper air, before settling back into a stance subtly different to what it was before.

Three actions
Casting cleric spell eyes of the avoral to get +8 to perception checks for the next hour.
Adopting Island of blades stance (I count as providing a flank to any ally provided we are both adjacent to the same opponent)
Ready an action to attack the first monster I see

[https://forum.unity.com/proxy.php?image=https%3A%2F%2Fi.imgur.com%2FRNScX7 6.jpg&hash=66ec3c3ad8f46511eb109a5003fcbe1d

https://gamedev.amazon.com/forums/storage/attachments/6233-cb-scorpion-big.jpg

The monsters are in the room but all Invisible right now, until they attack, which, you being done with your actions, they now will...

Suddenly, a fearsome quartet of ferocious scorpion-like creatures manifest in the midst of the busy common room, the very air shimmering with arcane power as these terrible adversaries are unveiled to the guests of the Dragon's Tears.

Each of the four creatures unleashes some kind of ranged attack against the assembled patrons, showering the entire room with a dense hail of obsidian shrapnel.

Everyone takes 8d6 piercing and slashing damage and 2d6 bleeding damage.

[roll0]
[roll1]


A DC 18 Reflex save reduces this damage by half and negates the bleed effect. The save DC is Constitution-based.

The beasts then proceed to attack Flavia, IV, Morg, and Ninazu with their vicious claws, brutally scouring the heroes with their immense barbed appendages.

They are using the Unchained Action Economy, so they each get 2 attacks. The second is at -5 penalty

They attack Flavia, Morg, and Ninazu in that order.

[roll2]
[roll3]
[roll4]
[roll5]

[roll6]
[roll7]
[roll8]
[roll9]

I'm not sure about your buffs. The first in each pair (33, 20) of attacks goes to Flavia. The next two to IV. The next two to Morg, and the last two to Ninazu. I hope that's clear. Tell me if you have questions or mitigating effects, and then tell me what hits and then I'll finish rolling the rest of the damage.

Marcarius5555
2019-02-13, 11:29 PM
[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]

that's the rest of the shrapnel rolls. Remember you have reserve points equal to your vitality.

Warlawk
2019-02-14, 12:25 AM
https://farm8.staticflickr.com/7873/33169158558_dd98220dcd_t.jpg (https://flic.kr/p/Sx3Bf7)IV (https://www.myth-weavers.com/sheet.html#id=1800611)

IV Blinks in startlement and then gasps in pain as the common room explodes into obsidian shards and sprays of blood from the occupants. The gasp of pain turns back to startlement as the hideous warped beasts fade into view and strike with vicious efficiency continuing the cycle to becoming a gasp of pain as a claw scores wickedly.

IV drops a hand onto the bar and quickly bounces over it, hoping to take some cover behind the bar as she draws focus into her Center and unleashes shards of ice and sleet so cold the air crackles with their presence.


Standard action economy
Attacks vs IV 1 hit 1 miss
Reflex saves
[roll0]
[roll1]
[roll2]
[roll3]

5 foot step back, taking cover behind the bar if possible.
Casting Defensively if needed [roll4] vs DC19
Manifesting Energy Missile augmented to 6 PP targeting all the beasts. Cold is a Fort Based save for half damage, DC 22. +1dmg/die from cold +1 dmg/die from favored element feat.
[roll5]

Manifest Hustle linked to Synchronicity to cast Vigor again.

Marcarius5555
2019-02-14, 12:32 AM
https://farm8.staticflickr.com/7873/33169158558_dd98220dcd_t.jpg (https://flic.kr/p/Sx3Bf7)IV (https://www.myth-weavers.com/sheet.html#id=1800611)

IV Blinks in startlement and then gasps in pain as the common room explodes into obsidian shards and sprays of blood from the occupants. The gasp of pain turns back to startlement as the hideous warped beasts fade into view and strike with vicious efficiency continuing the cycle to becoming a gasp of pain as a claw scores wickedly.

IV drops a hand onto the bar and quickly bounces over it, hoping to take some cover behind the bar as she draws focus into her Center and unleashes shards of ice and sleet so cold the air crackles with their presence.


Standard action economy
Attacks vs IV 1 hit 1 miss
Reflex saves
[roll0]
[roll1]
[roll2]
[roll3]

5 foot step back, taking cover behind the bar if possible.
Casting Defensively if needed [roll4] vs DC19
Manifesting Energy Missile augmented to 6 PP targeting all the beasts. Cold is a Fort Based save for half damage, DC 22. +1dmg/die from cold +1 dmg/die from favored element feat.
[roll5]

Manifest Hustle linked to Synchronicity to cast Vigor again.


Thank you for posting your saves and confirming what hit. I'm still finishing the enemy actions and am not ready for you to post yours yet. They still have some residual effects which may change or limit what IV can do.

IV is hit once for 4d6 +10 damage (Posted below, I can't post rolls in this post because it's an edit.

angelpalm
2019-02-14, 04:25 AM
https://i.imgur.com/DMJvYVG.png

Ninazu


Ninazu tries her best to dodge the incoming onslaught

reflex saves
[roll0]
[roll1]
[roll2]
[roll3]






Ninazu (http://www.myth-weavers.com/sheet.html#id=1815572)
Female Elan(Unseelie Fey) Zealot5/awakenedblade1||Wilder6, Level 6, Init 11, Wounds/Vigor 70/119, DR 5/iron, Speed 40
AC 31, Touch 31, Flat-footed 22, CMD 38, Fort 13, Ref 11, Will 11, CMB +15/+10, Base Attack Bonus 6/1 /82
Deep Crystal Katana +15/+10 (1d10+9, 18–20/×2)
(+7 Dex, +5 Natural, +7 Misc)
Abilities Str 12, Dex 25, Con 9, Int 17, Wis 15, Cha 25
Condition None
The actual attacks miss but she takes 51 points of slashing/piercing dmg thanks to her dr 5/iron

SaveOrDye
2019-02-14, 06:41 AM
https://i1.wp.com/dndguide.com/wp-content/uploads/2018/04/Human-5e.png?fit=306%2C459&ssl=1
Jiangargos Yoljac (https://www.myth-weavers.com/sheet.html#id=1819278)

Jian attempts to shield herself from the oncoming blast.

[roll0]
[roll1]
[roll2]
[roll3]

neriractor
2019-02-14, 08:56 AM
Selim (https://www.myth-weavers.com/sheet.html#id=1798278)


https://db4sgowjqfwig.cloudfront.net/campaigns/72359/assets/497777/Elf.jpg?1440244390

Selim frantically dodged with a grace that was generally reserved for el in the tablelands, still a couple of scratches did threaten his armor. He remained in guard with its back to the veritable porcupine of free obsidian in the wall and barkeep behind him, taking a note of it.

reflex saves (spending an inspiration point in cunning insight each)
[roll0]
[roll1]
[roll2]
[roll3]

Knowledge (the planes or nature) to proc knowledge devotion:
[roll4]

Just in that volley Selim lost exactly all of his vitality :smalltongue:

Vitality 0/70 left
Wounds 28/28
Inspiration 15/19

So we wait until all saves are rolled then something happens with the scorpions and the we act, right?

Ancient
2019-02-14, 09:57 AM
Davin/"Old Nan" (https://www.myth-weavers.com/sheet.html#id=1806242)

http://i65.tinypic.com/10seikp.jpg

With impossible speed, Old Nan springs into action and nimbly attempts to evade the maelstrom of shrapnel.

Reflex [roll0]
Reflex [roll1]
Reflex [roll2]
Reflex [roll3]

Davin has Evasion, so no damage on a successful save.

Davin/"Old Nan" (http://www.myth-weavers.com/sheet.html#id=1806242)
Athasian Human Stalker (Vigilante)/Psion (Egoist) 6 CG
Wounds/Vitality 30 / 86 Speed 30ft / 60ft Init +13
Power Point Reserve 53/
AC 25 / 26Fort 6 Ref 18 / (19) Will 11
CMB +6 BAB +4
Unarmed Strike +12 / +13 (1d8+7, x2)
Dagger +11 / +12(1d4+7, 19-20/x2)
Str 11 (0) Dex 20 (5) Con 15 (2) Wis 18 (4) Int 23 (6) Cha 16 (3)
Active Style Snake
Active Stance Internal Dominion of the Sleeping Goddess
Active Buffs Everyman (6hour duration), Physical Acceleration (+1 to hit and a +1 dodge bonus to AC and Reflex saves, +30ft spd, extra atk on full atk.)

Togo
2019-02-14, 10:02 AM
https://i.pinimg.com/236x/f5/0c/df/f50cdf7e9d79edae1229324f2bcd34e9.jpg

https://www.myth-weavers.com/sheet.html#id=1819339

Eyes widening as the obsidian blast start erupting towards him, he frantically tries to jump up high enough to escape the worst of the blast.

Battered and bloodied, he draws handfuls of knives as he falls, landing before sending them spinning towards their targets. He uses an odd style, throwing two blades at a time.


Reflex save [roll0]
Reflex save [roll1]
Reflex save [roll2]
Reflex save [roll3]

Throwing knives, using Palm throw (two knives, one to hit roll, two damage rolls, -4 to hit, no str bonus), and improved two weapon fighting, adding precise shot and bard song.

Palm throw [roll4] for
[roll5] weapon damage and [roll6]sonic damage
[roll7] weapon damage and [roll8]sonic damage

Palm throw [roll9] for
[roll10] weapon damage and [roll11]sonic damage
[roll12] weapon damage and [roll13]sonic damage

Palm throw [roll14] for
[roll15] weapon damage and [roll16]sonic damage
[roll17] weapon damage and [roll18]sonic damage

Palm throw [roll19] for
[roll20] weapon damage and [roll21]sonic damage
[roll22] weapon damage and [roll23]sonic damage

Nominating the nearest surviving enemy as my target for the dodge feat for +1 AC versus their attacks.

Marcarius5555
2019-02-14, 01:24 PM
https://i.pinimg.com/236x/f5/0c/df/f50cdf7e9d79edae1229324f2bcd34e9.jpg

https://www.myth-weavers.com/sheet.html#id=1819339

Eyes widening as the obsidian blast start erupting towards him, he frantically tries to jump up high enough to escape the worst of the blast.

Battered and bloodied, he draws handfuls of knives as he falls, landing before sending them spinning towards their targets. He uses an odd style, throwing two blades at a time.


Reflex save [roll0]
Reflex save [roll1]
Reflex save [roll2]
Reflex save [roll3]

Throwing knives, using Palm throw (two knives, one to hit roll, two damage rolls, -4 to hit, no str bonus), and improved two weapon fighting, adding precise shot and bard song.

Palm throw [roll4] for
[roll5] weapon damage and [roll6]sonic damage
[roll7] weapon damage and [roll8]sonic damage

Palm throw [roll9] for
[roll10] weapon damage and [roll11]sonic damage
[roll12] weapon damage and [roll13]sonic damage

Palm throw [roll14] for
[roll15] weapon damage and [roll16]sonic damage
[roll17] weapon damage and [roll18]sonic damage

Palm throw [roll19] for
[roll20] weapon damage and [roll21]sonic damage
[roll22] weapon damage and [roll23]sonic damage

Nominating the nearest surviving enemy as my target for the dodge feat for +1 AC versus their attacks.


None of those hit.

Marcarius5555
2019-02-14, 01:28 PM
So far I've determined Flavia and IV I think are hit, each once for 4d6+10 damage.

[roll0]
[roll1]

Marcarius5555
2019-02-14, 01:30 PM
https://farm8.staticflickr.com/7873/33169158558_dd98220dcd_t.jpg (https://flic.kr/p/Sx3Bf7)IV (https://www.myth-weavers.com/sheet.html#id=1800611)

IV Blinks in startlement and then gasps in pain as the common room explodes into obsidian shards and sprays of blood from the occupants. The gasp of pain turns back to startlement as the hideous warped beasts fade into view and strike with vicious efficiency continuing the cycle to becoming a gasp of pain as a claw scores wickedly.

IV drops a hand onto the bar and quickly bounces over it, hoping to take some cover behind the bar as she draws focus into her Center and unleashes shards of ice and sleet so cold the air crackles with their presence.


Standard action economy
Attacks vs IV 1 hit 1 miss
Reflex saves
[roll0]
[roll1]
[roll2]
[roll3]

5 foot step back, taking cover behind the bar if possible.
Casting Defensively if needed [roll4] vs DC19
Manifesting Energy Missile augmented to 6 PP targeting all the beasts. Cold is a Fort Based save for half damage, DC 22. +1dmg/die from cold +1 dmg/die from favored element feat.
[roll5]

Manifest Hustle linked to Synchronicity to cast Vigor again.



Is Magic Missile Psionic or Arcane? They have Magic Immunity, but not Psionic Immunity.

Marcarius5555
2019-02-14, 01:38 PM
I'm done posting combat actions now for the monsters. Everyone who rolled Initiative after them can post their combat actions now if you haven't already.

Try to think strategically. Simply slamming them may not work. Think about tactics like collapsing the roof, using other kinds of psionic abilities, intimidation, poison, shifting them away, etc. I tend to make strong monsters you need to use strategy to fight instead of just walloping them. This is also Athas so the critters are very deadly.


EDIT: I looked at the Reserve Points rules again and they don't do exactly what I had thought. I'm going to add this rule on Healing Surges Healing Surges (https://www.dandwiki.com/wiki/Healing_Surges_(3.5e_Variant_Rule)) to get the effect I was intending. So, thus struck by the shrapnel can come back.

The creatures are not mindless and are subject to Intimidate etc.

neriractor
2019-02-14, 09:42 PM
Selim (https://www.myth-weavers.com/sheet.html#id=1798278)

https://db4sgowjqfwig.cloudfront.net/campaigns/72359/assets/497777/Elf.jpg?1440244390 et

The elf trader briefly looked at Ninazu and then the door in quick succession, the girl had just taken a couple of shards for him but she may just not leave with the odds against them like they were...

The flash of ice from IV reminded Selim of what really mattered... They were making a killing selling the obsidian, and perhaps the beasts themselves, if properly coerced.

With ceramic on his eyes the elf jumped behind the bar in a similar way to IV, with a nod to her and a comment noting the few incrusted shards "looking sharp, may want to cover your ears" he mixed a couple of vials from amidst his cloak on a small ceramic pot before throwing it non-chalantly at the beasties, a roar of fire filled the place, naught but gently guiding the night's cold away from humanoids (the ones up and fighting at least) while making bonfires out of their colossal foes. He then sank back to the cover.

Regular action economy.

Move action to get behind the bar, free to activate cunning insight for bomb damage, standard to throw an explosive bomb with the precise discovery as well. I'm throwing the 10 ft radius bomb at the scorpion square where it will hit most of them (4 would be ideal) and less than 5 PCs since with precise I can spare that many squares from bomb damage, not even bothering to spare non-combatants. Also, if it can it would be best hitting the one IV hit to try and nova it, but hurting the most takes priority.

Touch attack:
[roll0]
Damage to the hit one:
[roll1] fire
Splash:
15 fire

Whichever scorpions (and civilians that survive) in the radius catch on fire, taking 1d6 fire damage a round until they take a full-round to get a reflex save against it with the chance that they might be afraid of being on fire if they have animal intelligence and/or survival instinct.

Ancient
2019-02-14, 10:05 PM
Davin/"Old Nan" (https://www.myth-weavers.com/sheet.html#id=1806242)

http://i65.tinypic.com/10seikp.jpg

Landing with grace, the massacre of the tavern barely registers, so much blood...

What in Nine Hells are these things?! Davin thinks to herself. She sees one chase a woman behind the bar, where her friend the bartender is hopefully alive and hiding behind. That's the target.

Davin drops the knitting basket holding two daggers. She cartwheels to the beast assaulting the woman that dove behind the bar and thrusts at the creature.

Acrobatics Check:
Inspiration: [roll1]
Attack Roll: [roll2]
Damage Roll: [roll3] plus [roll4] Precision


Davin/"Old Nan" (http://www.myth-weavers.com/sheet.html#id=1806242)
Athasian Human Stalker (Vigilante)/Psion (Egoist) 6 CG
Wounds/Vitality 30 / 86 Speed 30ft / 60ft Init +13
Power Point Reserve 53/
AC 25 / 26Fort 6 Ref 18 / (19) Will 11
CMB +6 BAB +4
Unarmed Strike +12 / +13 (1d8+7, x2)
Dagger +11 / +12(1d4+7, 19-20/x2)
Str 11 (0) Dex 20 (5) Con 15 (2) Wis 18 (4) Int 23 (6) Cha 16 (3)
Active Style Snake
Active Stance Internal Dominion of the Sleeping Goddess
Active Buffs Everyman (6hour duration), Physical Acceleration (+1 to hit and a +1 dodge bonus to AC and Reflex saves, +30ft spd, extra atk on full atk.)

NiveanDauphin
2019-02-14, 10:52 PM
Slatescale

What the huh!?

Questions can wait, now is the time for action! Slatescale chooses the least damaged enemy she can flank with the help of the walls and her envoy and attempts to gut it with a claw!

To hit: [roll0]
[roll1] plus Sonic damage [roll2] plus sneak attack [roll3]

Spiritus
2019-02-14, 11:08 PM
Flavia
https://i.imgur.com/ieCyz9H.jpg

After the spines pass, Flavia finds herself unexpectedly still alive. When it strikes at her, she finds herself enraged at it's temerity. "Not today beast!" She shouts, and as her face twists in fury it shrinks back from her.

She takes advantage of this to cut the thing to shreds.

Okay, now that I'm more clear on what's going on:
Flavia passes all her reflex saves, leaving her at 44 Vigor/44 Wounds. When it strikes at her, she rages, using Instantaneous Rage to do it on the creature's turn.

Intimidate: [roll0]
If that is more than 10+HD+Wisdom modifier it is cowering for one round and then shaken while she keeps raging.

On her turn, she uses the unchained action economy. First she ends the rage, leaving her fatigued. Then She activates Snowflake Wardance as a free action for +8 to attack rolls for one minute and expends a turn undead attempt to use divine power for the same on damage. Since Snowflake Wardance is a kind of Bardic music, I expend an extra BM use to activate Haunting Melody, forcing all foes within 30 feet to make a DC 22 will save or be shaken.

Since these are magical beasts, Knowledge (nature) applies, giving me +3 at and damage from knowledge devotion.

I then attack twice. If the beast is already cowering, I don't bother with power attack, if it is, I power attack for 1 to activate Cornugon Smash, letting me try intimidation again if I hit. When I attack, it triggers Dreadful Wrath, forcing all of the creature's to make a DC 21 save or be shaken which stacks with Haunting Melody and Intimidate.

Attacks(Without power attack):
[roll1]
[roll2]

[roll3]
[roll4]

Damage(without power attack):
[roll5]
[roll6]

[roll7]
[roll8]

Sonic damage from Bardic Music:
[roll9]
[roll10]
[roll11]
[roll12]

I still have a simple action left, but I need to see if the thing is still alive, first. Also, don't forget that everyone on our side has +5d6 Sonic damage on all of their attacks.

Statblock:
Flavia Aquilia (http://www.myth-weavers.com/sheet.html#id=1799975)
Female n/a Magic-Blooded Athasian Human Divine Bard 6/Lion Totem Barbarian 1/Cloistered Cleric 1/Warblade 4, Level 6, Init 8, HP 44/42/106/42, Speed 30
AC 20, Touch 15, Flat-footed 17, CMD 26, Fort 14, Ref 14, Will 10, CMB +13, Base Attack Bonus 6, Action Points 8
Full Attack Mwk Obsidian Longswords x2 +13/+13/+8/+8 (1d8+8/1d8+5, 19-20x2)
15 feet reach Mwk Whip-Daggers +13/+13/+8/+8 (1d6+8/1d6+5, 19-20x2)
Knowledge Devotion bonus not included: it varies, always at least +1 Fully Buffed Full Attack +21/+21/+16/+16 (1d6+16+5d6/1d6+13+5d6, 18-20x2)
(+5 Armor, +3 Dex, +2 Misc)
Abilities Str 20, Dex 16, Con 18, Int 17, Wis 12, Cha 27
Condition Fatigued (-2 strength and dex, can't run or charge)
Snowflake Wardance (Charisma to attack)
Divine Power (charisma to damage)
DragonFire Inspiration (+5d6 Sonic damage)

Marcarius5555
2019-02-14, 11:16 PM
Flavia
https://i.imgur.com/ieCyz9H.jpg

After the spines pass, Flavia finds herself unexpectedly still alive. When it strikes at her, she finds herself enraged at it's temerity. "Not today beast!" She shouts, and as her face twists in fury it shrinks back from her.

She takes advantage of this to cut the thing to shreds.

Okay, now that I'm more clear on what's going on:
Flavia passes all her reflex saves, leaving her at 44 Vigor/44 Wounds. When it strikes at her, she rages, using Instantaneous Rage to do it on the creature's turn.

Intimidate: [roll0]
If that is more than 10+HD+Wisdom modifier it is cowering for one round and then shaken while she keeps raging.

On her turn, she uses the unchained action economy. First she ends the rage, leaving her fatigued. Then She activates Snowflake Wardance as a free action for +8 to attack rolls for one minute and expends a turn undead attempt to use divine power for the same on damage. Since Snowflake Wardance is a kind of Bardic music, I expend an extra BM use to activate Haunting Melody, forcing all foes within 30 feet to make a DC 22 will save or be shaken.

Since these are magical beasts, Knowledge (nature) applies, giving me +3 at and damage from knowledge devotion.

I then attack twice. If the beast is already cowering, I don't bother with power attack, if it is, I power attack for 1 to activate Cornugon Smash, letting me try intimidation again if I hit. When I attack, it triggers Dreadful Wrath, forcing all of the creature's to make a DC 21 save or be shaken which stacks with Haunting Melody and Intimidate.

Attacks(Without power attack):
[roll1]
[roll2]

[roll3]
[roll4]

Damage(without power attack):
[roll5]
[roll6]

[roll7]
[roll8]

Sonic damage from Bardic Music:
[roll9]
[roll10]
[roll11]
[roll12]

I still have a simple action left, but I need to see if the thing is still alive, first. Also, don't forget that everyone on our side has +5d6 Sonic damage on all of their attacks.

Statblock:
Flavia Aquilia (http://www.myth-weavers.com/sheet.html#id=1799975)
Female n/a Magic-Blooded Athasian Human Divine Bard 6/Lion Totem Barbarian 1/Cloistered Cleric 1/Warblade 4, Level 6, Init 8, HP 44/42/106/42, Speed 30
AC 20, Touch 15, Flat-footed 17, CMD 26, Fort 14, Ref 14, Will 10, CMB +13, Base Attack Bonus 6, Action Points 8
Full Attack Mwk Obsidian Longswords x2 +13/+13/+8/+8 (1d8+8/1d8+5, 19-20x2)
15 feet reach Mwk Whip-Daggers +13/+13/+8/+8 (1d6+8/1d6+5, 19-20x2)
Knowledge Devotion bonus not included: it varies, always at least +1 Fully Buffed Full Attack +21/+21/+16/+16 (1d6+16+5d6/1d6+13+5d6, 18-20x2)
(+5 Armor, +3 Dex, +2 Misc)
Abilities Str 20, Dex 16, Con 18, Int 17, Wis 12, Cha 27
Condition Fatigued (-2 strength and dex, can't run or charge)
Snowflake Wardance (Charisma to attack)
Divine Power (charisma to damage)
DragonFire Inspiration (+5d6 Sonic damage)

Remember you can also use the healing surge I just posted. You also took one bite above, I'm not clear if you calculated that into your damage totals.

One of the creatures is cowed by Intimidate and begins to chortle horribly, covering its demonic visage with its enormous claws. None of the physical attacks land.

Is the Sonic Damage a separate sonic attack. That will hit if that's the case. Does it apply to psionic attacks, like the power missile from IV?

Can someone give you a buff or two? You're very near on a couple of these, but not quite high enough to nick them.

Marcarius5555
2019-02-14, 11:18 PM
Slatescale

What the huh!?

Questions can wait, now is the time for action! Slatescale chooses the least damaged enemy she can flank with the help of the walls and her envoy and attempts to gut it with a claw!

To hit: [roll0]
[roll1] plus Sonic damage [roll2] plus sneak attack [roll3]

That misses, slatescale's attack clunks ineffectively against the beasts' bristling carapace.

Mathias1313
2019-02-14, 11:18 PM
Morg roars in anger at the interlopers.


Reflex save [roll0]
Reflex save [roll1]
Reflex save [roll2]
Reflex save [roll3]

For the attacks against Morg, you have to roll twice and take the worse result.
Will fight defensively, activating Stalwart, which gives him DR=5/-
Current AC =29
Will full attack closest enemy with Power Attack (-2/+4)
Claw [roll4], dam = [roll5]
---Activates Intimidate [roll6]
Claw [roll7], dam = [roll8]
---Activates Intimidate [roll9]
Bite [roll10], dam = [roll11]
---Activates Intimidate [roll12]

Marcarius5555
2019-02-14, 11:19 PM
Davin/"Old Nan" (https://www.myth-weavers.com/sheet.html#id=1806242)

http://i65.tinypic.com/10seikp.jpg

Landing with grace, the massacre of the tavern barely registers, so much blood...

What in Nine Hells are these things?! Davin thinks to herself. She sees one chase a woman behind the bar, where her friend the bartender is hopefully alive and hiding behind. That's the target.

Davin drops the knitting basket holding two daggers. She cartwheels to the beast assaulting the woman that dove behind the bar and thrusts at the creature.

Acrobatics Check:
Inspiration: [roll1]
Attack Roll: [roll2]
Damage Roll: [roll3] plus [roll4] Precision


Davin/"Old Nan" (http://www.myth-weavers.com/sheet.html#id=1806242)
Athasian Human Stalker (Vigilante)/Psion (Egoist) 6 CG
Wounds/Vitality 30 / 86 Speed 30ft / 60ft Init +13
Power Point Reserve 53/
AC 25 / 26Fort 6 Ref 18 / (19) Will 11
CMB +6 BAB +4
Unarmed Strike +12 / +13 (1d8+7, x2)
Dagger +11 / +12(1d4+7, 19-20/x2)
Str 11 (0) Dex 20 (5) Con 15 (2) Wis 18 (4) Int 23 (6) Cha 16 (3)
Active Style Snake
Active Stance Internal Dominion of the Sleeping Goddess
Active Buffs Everyman (6hour duration), Physical Acceleration (+1 to hit and a +1 dodge bonus to AC and Reflex saves, +30ft spd, extra atk on full atk.)



Unfortunately, that misses too.

Marcarius5555
2019-02-14, 11:21 PM
Morg roars in anger at the interlopers.


Reflex save [roll0]
Reflex save [roll1]
Reflex save [roll2]
Reflex save [roll3]

For the attacks against Morg, you have to roll twice and take the worse result.
Will fight defensively, activating Stalwart, which gives him DR=5/-
Current AC =29
Will full attack closest enemy with Power Attack (-2/+4)
Claw [roll4], dam = [roll5]
---Activates Intimidate [roll6]
Claw [roll7], dam = [roll8]
---Activates Intimidate [roll9]
Bite [roll10], dam = [roll11]
---Activates Intimidate [roll12]


Morg Intimidates another into submission. Along with Flavia, that's 2 that are down and out as of now for an entire round.

In terms of re-rolling, they weren't going to hit with their bite attacks anyway.

None of his physical attacks hit.

Marcarius5555
2019-02-14, 11:23 PM
Selim (https://www.myth-weavers.com/sheet.html#id=1798278)


https://db4sgowjqfwig.cloudfront.net/campaigns/72359/assets/497777/Elf.jpg?1440244390

Selim frantically dodged with a grace that was generally reserved for el in the tablelands, still a couple of scratches did threaten his armor. He remained in guard with its back to the veritable porcupine of free obsidian in the wall and barkeep behind him, taking a note of it.

reflex saves (spending an inspiration point in cunning insight each)
[roll0]
[roll1]
[roll2]
[roll3]

Knowledge (the planes or nature) to proc knowledge devotion:
[roll4]

Just in that volley Selim lost exactly all of his vitality :smalltongue:

Vitality 0/70 left
Wounds 28/28
Inspiration 15/19

So we wait until all saves are rolled then something happens with the scorpions and the we act, right?


That Knowledge check isn't high enough to learn anything useful.

Marcarius5555
2019-02-14, 11:28 PM
Selim (https://www.myth-weavers.com/sheet.html#id=1798278)

https://db4sgowjqfwig.cloudfront.net/campaigns/72359/assets/497777/Elf.jpg?1440244390 et

The elf trader briefly looked at Ninazu and then the door in quick succession, the girl had just taken a couple of shards for him but she may just not leave with the odds against them like they were...

The flash of ice from IV reminded Selim of what really mattered... They were making a killing selling the obsidian, and perhaps the beasts themselves, if properly coerced.

With ceramic on his eyes the elf jumped behind the bar in a similar way to IV, with a nod to her and a comment noting the few incrusted shards "looking sharp, may want to cover your ears" he mixed a couple of vials from amidst his cloak on a small ceramic pot before throwing it non-chalantly at the beasties, a roar of fire filled the place, naught but gently guiding the night's cold away from humanoids (the ones up and fighting at least) while making bonfires out of their colossal foes. He then sank back to the cover.

Regular action economy.

Move action to get behind the bar, free to activate cunning insight for bomb damage, standard to throw an explosive bomb with the precise discovery as well. I'm throwing the 10 ft radius bomb at the scorpion square where it will hit most of them (4 would be ideal) and less than 5 PCs since with precise I can spare that many squares from bomb damage, not even bothering to spare non-combatants. Also, if it can it would be best hitting the one IV hit to try and nova it, but hurting the most takes priority.

Touch attack:
[roll0]
Damage to the hit one:
[roll1] fire
Splash:
15 fire

Whichever scorpions (and civilians that survive) in the radius catch on fire, taking 1d6 fire damage a round until they take a full-round to get a reflex save against it with the chance that they might be afraid of being on fire if they have animal intelligence and/or survival instinct.

The monsters are burning, but it's not anywhere near fatal damage.

SaveOrDye
2019-02-15, 02:57 AM
https://i1.wp.com/dndguide.com/wp-content/uploads/2018/04/Human-5e.png?fit=306%2C459&ssl=1
Jiangargos Yoljac (https://www.myth-weavers.com/sheet.html#id=1819278)

Jiangargos claps her hands together, causing translucent chains of force to manifest and lunge at one of the creatures.

If I'm in the threatened area of one of them, I'll take a 5' step away and then use Fist of the Sky on whichever one is the least injured. This allows me to make a grapple attempt against it, treating my CMB as +12 (the ability has an effective CMD of 28). If the creature has a size bonus to CMB or CMD, it doesn't apply against this. The ability remains active for 6 rounds.

EDIT: I forgot to roll. 1d20+12

SaveOrDye
2019-02-15, 03:26 AM
[roll0] I hope I rolled this correctly.

Marcarius5555
2019-02-15, 10:17 AM
[roll0] I hope I rolled this correctly.



Working from this Grapple Flowchart (http://www.pfsprep.com/e107_files/public/1482694608_186_FT297_grappleflowchart_1.0.pdf), that means you provoke an attack of opportunity by the creature you're trying to grapple, correct?

13 on that roll doesn't succeed in grapple.

That's the end of Round 1 so far as I can tell, so Ben can go ahead and post his actions for Round 2.

EDIT: We're going to give Angelpalm the rest of the day to post actions for Ninazu. On Saturday Ben can starting posting Round 2 actions.

A chaotic tumult of shattered obsidian and flames fills the common room. The assembled patrons of the Dragon's Tears duck hurriedly behind whatever makeshift shelter they can individually devise from the remnants of tables, chairs, counters, and other articles of the establishment's furnishings.

At each corner of the large chamber, one of the massive beasts roars in a cacophonous intonation, its deep bellow reverberating with unsettling energy throughout the inn.

However, two of the beasts have been pitifully cowed by the fearsome combat displays of the half-giant Morg and the Balican minstrel Flavia, and now attempt to cover themselves in an almost comical manner with their massive claws, grotesque demonic chortles escaping between their choked exhalations.

Togo
2019-02-16, 05:28 AM
https://i.pinimg.com/236x/f5/0c/df/f50cdf7e9d79edae1229324f2bcd34e9.jpg

https://www.myth-weavers.com/sheet.html#id=1819339

Ben, paused, his eyes darting around the room. Too many witnesses, but no choice, not now.

He starts a new kata, limbs settling into a new stance that... looks a lot like the old stance. But there's a new clarity to his purpose, as he invokes his psychic powers for the first time.

Information flows. He sees in a way he could not before. He rushes towards the monster, as new information flows towards him. He feints once, twice, as he comes in, before rising for the flying kick. He's no longer anticipating, because he knows, when he and it will come together in one, single, perfect, strike.



Three actions
Casting True strike while using bluff to make it look like a psychic power.
Bluff [roll0]

Use Aeshoon to get +5 damage at the cost of one turn undead

Charge attack, full power attack
[roll1] for [roll2] weapon damage plus [roll3] sneak attack damage and [roll4]sonic damage. Plus 2 to hit and plus [roll5] to the weapon damage if I can get a PC or a bar patron in base contact with my opponent at the same time (island of blades stance, any ally in contact provides a flank)

Dodge bonus on my opponent if he's still alive, or the nearest active monster if he's not.

NiveanDauphin
2019-02-16, 06:59 AM
I... Am not going to win this one. Discretion is called for. thinks Slatescale begins manifestating Astral construct, an extra buff one with a trip attack, she decides.

angelpalm
2019-02-16, 08:39 AM
https://i.imgur.com/DMJvYVG.png

Ninazu


Ninazu decides to strike back at her attackers while doing her best to help the rest of the tavern inhabitants.

She strikes with her Rippling current maneuver against whichever creature is closest to her attack range(15ft)

[roll0] to attack vs flat footed

If it hits

[roll1] base damage
[roll2] maneuver
[roll3] for iaijustu focus skill and will add extra dmg dice dependent on skill roll


She expends her martial focus and then increases the time from a free action to swift to use Mass Challenge. All the enemies now take a -3 to hit vs everyone else and gain a +3 to hit Ninazu. Anyone that is within 40ft of me gains a 20% miss chance against their attacks. This last for 6 rounds.

Ninazu's Psicrystal uses a spell point to cast Cure healing Ninazu for

[roll4]Vigor

It then uses an immediate action to use Spilled Salt. The first person to claim the benefits of this maneuver can -4 from one of the enemy attacks to keep it from hitting them.

All the hostile creatures that are within 30ft of Ninazu and her psicrystal weapon Nino take a -2 to their saves thanks to her psicrystals stance.







Ninazu (http://www.myth-weavers.com/sheet.html#id=1815572)
Female Elan(Unseelie Fey) Zealot5/awakenedblade1||Wilder6, Level 6, Init 11, Wounds/Vigor 70/, DR 5/iron, Speed 40
AC 31, Touch 31, Flat-footed 22, CMD 38, Fort 13, Ref 11, Will 11, CMB +15/+10, Base Attack Bonus 6/1 /82
Deep Crystal Katana +15/+10 (1d10+9, 18–20/×2)
(+7 Dex, +5 Natural, +7 Misc)
Abilities Str 12, Dex 25, Con 9, Int 17, Wis 15, Cha 25
Condition None
The actual attacks miss but she takes 51 points of slashing/piercing dmg thanks to her dr 5/iron

Marcarius5555
2019-02-16, 04:50 PM
https://i.pinimg.com/236x/f5/0c/df/f50cdf7e9d79edae1229324f2bcd34e9.jpg

https://www.myth-weavers.com/sheet.html#id=1819339

Ben, paused, his eyes darting around the room. Too many witnesses, but no choice, not now.

He starts a new kata, limbs settling into a new stance that... looks a lot like the old stance. But there's a new clarity to his purpose, as he invokes his psychic powers for the first time.

Information flows. He sees in a way he could not before. He rushes towards the monster, as new information flows towards him. He feints once, twice, as he comes in, before rising for the flying kick. He's no longer anticipating, because he knows, when he and it will come together in one, single, perfect, strike.



Three actions
Casting True strike while using bluff to make it look like a psychic power.
Bluff [roll0]

Use Aeshoon to get +5 damage at the cost of one turn undead

Charge attack, full power attack
[roll1] for [roll2] weapon damage plus [roll3] sneak attack damage and [roll4]sonic damage. Plus 2 to hit and plus [roll5] to the weapon damage if I can get a PC or a bar patron in base contact with my opponent at the same time (island of blades stance, any ally in contact provides a flank)

Dodge bonus on my opponent if he's still alive, or the nearest active monster if he's not.


Ben lands a decisive blow, brutally jarring the immense hulk of the terrifying foe. Its chitin seems to as if it almost snaps under the savage fury of his assault.

Not dead, but a solid hit.

Marcarius5555
2019-02-16, 04:52 PM
https://i.imgur.com/DMJvYVG.png

Ninazu


Ninazu decides to strike back at her attackers while doing her best to help the rest of the tavern inhabitants.

She strikes with her Rippling current maneuver against whichever creature is closest to her attack range(15ft)

[roll0] to attack vs flat footed

If it hits

[roll1] base damage
[roll2] maneuver
[roll3] for iaijustu focus skill and will add extra dmg dice dependent on skill roll


She expends her martial focus and then increases the time from a free action to swift to use Mass Challenge. All the enemies now take a -3 to hit vs everyone else and gain a +3 to hit Ninazu. Anyone that is within 40ft of me gains a 20% miss chance against their attacks. This last for 6 rounds.

Ninazu's Psicrystal uses a spell point to cast Cure healing Ninazu for

[roll4]Vigor

It then uses an immediate action to use Spilled Salt. The first person to claim the benefits of this maneuver can -4 from one of the enemy attacks to keep it from hitting them.

All the hostile creatures that are within 30ft of Ninazu and her psicrystal weapon Nino take a -2 to their saves thanks to her psicrystals stance.







Ninazu (http://www.myth-weavers.com/sheet.html#id=1815572)
Female Elan(Unseelie Fey) Zealot5/awakenedblade1||Wilder6, Level 6, Init 11, Wounds/Vigor 70/, DR 5/iron, Speed 40
AC 31, Touch 31, Flat-footed 22, CMD 38, Fort 13, Ref 11, Will 11, CMB +15/+10, Base Attack Bonus 6/1 /82
Deep Crystal Katana +15/+10 (1d10+9, 18–20/×2)
(+7 Dex, +5 Natural, +7 Misc)
Abilities Str 12, Dex 25, Con 9, Int 17, Wis 15, Cha 25
Condition None
The actual attacks miss but she takes 51 points of slashing/piercing dmg thanks to her dr 5/iron



Attack misses.

Marcarius5555
2019-02-16, 05:16 PM
The scene in the Dragon's Tears is now one of complete and utter disorder, piles of bodies brutally serrated by the creatures' assault, many more dead than alive, fill the large common space. This room, which was once a large bathing chamber, is recessed towards its center, and the blood of the melee pools eerily in its nadir, the collective life force of the frightened masses congealing in an eerily quiet sheen of reflective red.

Suddenly, it becomes apparent that the four scorpion-like creatures are not the only foes to confront the unfortunate patrons of the Dragon's Tears this night. Two heretofore unseen figures emerge from a cloak of supernatural invisibility. Each appears to be a powerfully muscled human or mull wearing an unsettling black mask of some variety. The masks appear in form to somewhat resemble the contorted profiles of the four immense beasts.

Each of the figures begins to force the surviving children into two mesh like bags. Their actions are peculiar, as it appears that the sacks are able to contain more bodies than one would suppose from observing their outside dimensions.

The immense beasts attempt to interpose themselves between any attackers and the labors of their masters.

However, the speedy intervention of the Tears' newest patrons has quickly saved the assembled from imminent danger. Indeed, all four of the monstrous beasts now chortle with unearthly sounds as they each cower in their respective corners, their dark will broken by the virtuoso performance of the Balican bard Flavia.

I've got to go to work soon; each of the beasts is going to try to use their ability to slow to tie down Ben. Everyone else can go ahead and post their Round 2 actions and I'll update afterwards.

Ancient
2019-02-16, 11:15 PM
Davin/"Old Nan" (https://www.myth-weavers.com/sheet.html#id=1806242)

http://i65.tinypic.com/10seikp.jpg

Davin curses as her blade fails to find purchase in the beasts chitin. Changing her tactics, she unleashes a series of blows against the posts supporting the soffit around the bar, hoping to collapse it and trap the beast in the wreck.


Full Attacking the Bar Posts with unarmed attacks in a an attempt to trap the critter.
#1 To Hit: [roll0]
To Damage: [roll1]
#2 To Hit: [roll2]
To Damage: [roll3]
#3 To Hit: [roll4]
To Damage: [roll5]



Davin/"Old Nan" (http://www.myth-weavers.com/sheet.html#id=1806242)
Athasian Human Stalker (Vigilante)/Psion (Egoist) 6 CG
Wounds/Vitality 30 / 86 Speed 30ft / 60ft Init +13
Power Point Reserve 53/
AC 25 / 26Fort 6 Ref 18 / (19) Will 11
CMB +6 BAB +4
Unarmed Strike +12 / +13 (1d8+7, x2)
Dagger +11 / +12(1d4+7, 19-20/x2)
Str 11 (0) Dex 20 (5) Con 15 (2) Wis 18 (4) Int 23 (6) Cha 16 (3)
Active Style Snake
Active Stance Internal Dominion of the Sleeping Goddess
Active Buffs Everyman (6hour duration), Physical Acceleration (+1 to hit and a +1 dodge bonus to AC and Reflex saves, +30ft spd, extra atk on full atk.)

Marcarius5555
2019-02-17, 06:54 PM
Will saves for the monsters

Beast 1
[roll0]
[roll1]

Beast 2
[roll2]
[roll3]

Beast 3
[roll4]
[roll5]

Beast 4
[roll6]
[roll7]

Thug 1
[roll8]
[roll9]

Thug 2
[roll10]
[roll11]

Okay, then all the beasts are either shaken or frightened by Intimidate, Haunting Melody, or Dreadful Wrath. Additionally, one is buried by the collapsed canopy to the bar. The two thugs are I guess standing there invisibly quaking.

The scene in the Dragon's Tears is now one of complete and utter disorder, piles of bodies brutally serrated by the creatures' assault, many more dead than alive, fill the large common space. This room, which was once a large bathing chamber, is recessed towards its center, and the blood of the melee pools eerily in its nadir, the collective life force of the frightened masses congealing in an eerily quiet sheen of reflective red.


Suddenly, it becomes apparent that the four scorpion-like creatures are not the only foes to confront the unfortunate patrons of the Dragon's Tears this night. Two heretofore unseen figures emerge from a cloak of supernatural invisibility. Each appears to be a powerfully muscled human or mull wearing an unsettling black mask of some variety. The masks appear in form to somewhat resemble the contorted profiles of the four immense beasts.

Each of the figures begins to force the surviving children into two mesh like bags. Their actions are peculiar, as it appears that the sacks are able to contain more bodies than one would suppose from observing their outside dimensions.

The immense beasts attempt to interpose themselves between any attackers and the labors of their masters.

However, the speedy intervention of the Tears' newest patrons has quickly saved the assembled from imminent danger. Indeed, all four of the monstrous beasts now chortle with unearthly sounds as they each cower in their respective corners, their dark will broken by the virtuoso performance of the Balican bard Flavia.

Additionally, one is completely trapped by the collapsed canopy that once stood over the main bar of the tavern's common room.

Okay, I guess combat is over for now and you all need to figure out what to do with this crazy situation.

NiveanDauphin
2019-02-17, 08:35 PM
Slatescale stares aghast at this completely unprecedented turn of events and hopes, somehow, someone explains it

Marcarius5555
2019-02-18, 06:20 PM
OK, I think we've dealt with all the rules issues in the OOC thread, I'm updating the gameplay thread now here to reflect that:


Assuming the first save is for Haunting Melody, Beasts two and four are shaken, and both thugs are Frightened, and should be trying to run away. Plus the cowering beast, who is shaken next round.



one of the beasts is disabled (by being buried) and with Strength 30 it can almost certainly dig it's way out in time. One of the others is cowering until next round, but the other two can act freely, though with a -2 penalty on their attacks.




Re: Burnt World of Athas -- DnD 3.5 Gestalt Dark Sun Campaign w/ some House Rules
[roll1]

Beast 2
[roll2]
[roll3]

Beast 3
[roll4]
[roll5]

Beast 4
[roll6]
[roll7]

Thug 1
[roll8]
[roll9]

Thug 2
[roll10]
[roll11]

Okay, then all the beasts are either shaken or frightened by Intimidate, Haunting Melody, or Dreadful Wrath. Additionally, one is buried by the collapsed canopy to the bar. The two thugs are I guess standing there invisibly quaking.

The scene in the Dragon's Tears is now one of complete and utter disorder, piles of bodies brutally serrated by the creatures' assault, many more dead than alive, fill the large common space. This room, which was once a large bathing chamber, is recessed towards its center, and the blood of the melee pools eerily in its nadir, the collective life force of the frightened masses congealing in an eerily quiet sheen of reflective red.


Suddenly, it becomes apparent that the four scorpion-like creatures are not the only foes to confront the unfortunate patrons of the [I]Dragon's Tears this night. Two heretofore unseen figures emerge from a cloak of supernatural invisibility. Each appears to be a powerfully muscled human or mull wearing an unsettling black mask of some variety. The masks appear in form to somewhat resemble the contorted profiles of the four immense beasts.

Each of the figures begins to force the surviving children into two mesh like bags. Their actions are peculiar, as it appears that the sacks are able to contain more bodies than one would suppose from observing their outside dimensions.

The immense beasts attempt to interpose themselves between any attackers and the labors of their masters.

However, the speedy intervention of the Tears' newest patrons has quickly saved the assembled from imminent danger. Indeed, all four of the monstrous beasts now chortle with unearthly sounds as they each cower in their respective corners, their dark will broken by the virtuoso performance of the Balican bard Flavia.

Additionally, one is completely trapped by the collapsed canopy that once stood over the main bar of the tavern's common room.

Okay, I guess combat is over for now and you all need to figure out what to do with this crazy situation.



I'm rewriting my last post below to update:

The scene in the Dragon's Tears is now one of complete and utter disorder, piles of bodies brutally serrated by the creatures' assault, many more dead than alive, fill the large common space. This room, which was once a large bathing chamber, is recessed towards its center, and the blood of the melee pools eerily in its nadir, the collective life force of the frightened masses congealing in an eerily quiet sheen of reflective red.

In the midst of the carnage, it quickly becomes apparent how diverse a company the Dragon's Tears had collected to itself this dreadful evening. Within the contorted tiers of twisted bodies one can glimpse evidence of travelers from many regions of the Tablelands.

For instance, one distinctive patch of densely-studded carapace, comprising the ornamental epaulet of a suit of hide armor, marks the victim as a native of Urik, his armor a visual homage to the great Godbeast upon which is founded perhaps the most powerful city-state of the Tablelands.

Elsewhere, the bright plumage of the coatl, a dizzying rainbow spectrum of stunning colors, as well as the luxuriant sheen of panther and leopard hides, signal the presence of traveling merchants from the far northern city-state of Draj, the so-called pochteca.

Bright silks peaking beneath dense yak hide coverings hint at the presence of Nibenayan Mandarins.

But the most noticeable contrast is the bright purple of the togas worn by many of the locals, a reflection of the large number of the valuable garments that were distributed to former slaves by the Templars following the death of Kalak. Their bright, almost iridescent coloration is gradually darkening from the taint of spilled body fluids, shading the formerly glowing hue to something less bright, approximating plum or the evening sky right after sunfall. Had these myriad unfortunates known the doomed fate of their precious vestiture, would they have adopted them so readily as signs of their new freedom?

One of the gigantic scorpion-like beasts is thoroughly buried beneath the collapsed canopy of the common-room's bar, the immense, decorative stone overhanging brought tumbling to the floor by the deft actions of the mysterious visitor known as 'Old Nan'. Deep within the still-steaming rubble, the monstrous hulk still struggles fitfully with its inhuman might, small wisps of caustic steam from its labored breathing mixing with the particulate detritus expelled into the chilly night air by the violent collapse.

Overwhelmed by the virtuoso display of Flavia of Balic, one of the horrendous monstrosities crouches defensively within its corner of the large chamber, snapping its great claws with nervous energy and terrible force.

The other two remaining beasts roar ferociously, attempting to counter the fierce defense demonstrated by their mortal assailants.



One beast tries to attack Ben

Bite [roll0]
Claw [roll1]
Claw [roll2]

Another tries to attack Morg

Bite [roll3]
Claw [roll4]
Claw [roll5]

If they hit:

Against Ben:

Bite [roll6]
Claw [roll7]
Claw [roll8]

Against Morg:

Bite [roll9]
Claw [roll10]
Claw [roll11]





Two muscular humanoids entered with the beasts. These each appear to be a human or mul, and wear black masks of some unknown organic material. The substance appears similar to the carapace of the great beasts. These two figures flee into the night, unobserved by any but Jiangargos Yoljac.



OK, I think everything is updated and corrected now; everyone besides Ben can post the rest of their combat actions for Round 2

SaveOrDye
2019-02-19, 03:37 AM
Jian's eyes flick to the seemingly-empty space that the invisible creatures occupied, but she soon returns her attention to the beasts. She backs away further and flicks a bolt of force at the most injured foe.

Is it possible to take a 5' step upwards using her fly speed? If so, she'll do that. Otherwise, she'll just 5-foot-step away from them. I'll use Arcane Bolt, which uses a [roll0] touch attack and deals [roll1] Force on a hit.

Marcarius5555
2019-02-19, 03:44 AM
Jian's eyes flick to the seemingly-empty space that the invisible creatures occupied, but she soon returns her attention to the beasts. She backs away further and flicks a bolt of force at the most injured foe.

Is it possible to take a 5' step upwards using her fly speed? If so, she'll do that. Otherwise, she'll just 5-foot-step away from them. I'll use Arcane Bolt, which uses a [roll0] touch attack and deals [roll1] Force on a hit.


You can use the Fly speed. That doesn't do much but graze them as they flee.

Togo
2019-02-19, 02:15 PM
https://i.pinimg.com/236x/f5/0c/df/f50cdf7e9d79edae1229324f2bcd34e9.jpg

https://www.myth-weavers.com/sheet.html#id=1819339

As the creature bites at Ben, he steps neatly out of the way, to leave the bite glancing harmlessly off the chitin of the other fighting beast. This leaves him open to a follow up claw attack, which rips into his side and sends him spinning, blood soaking his clothing. He turns into the spin, leading with his wounded side, his hands drawing down his body and channelling the momentum, the blood, the pain, bringing it up his arms, which become streaked with red, and into a red broiling mass in his hands that leaves heat shimmers into the air. He turns again, following through the movement, dodging past the second claw with an economical step. Not a motion or movement is wasted, not even his blood, his pain, as he drives it back against the beast that wrought it, slamming the now blazing mass back against the side of the creature that hurt him.

Elusive target deflects the bite attack onto another of the beasts, where presumably it misses.
Claw hits Ben for 18 damage.
Second claw misses.
Fire Riposte manoeuvre as an immediate action in response to being hit. Melee touch attack of [roll0] for [roll1] fire damage and [roll2] weapon damage from sneak attack.

Ancient
2019-02-19, 02:52 PM
Davin/"Old Nan" (https://www.myth-weavers.com/sheet.html#id=1806242)

http://i65.tinypic.com/10seikp.jpg

Davin spits dust as she takes in the surrealism of the slaughter before her. With a grim determination, she plunges her blade into the trapped beast and (hopefully) puts it out it's misery before it can free itself.

Full round Action: Coup de Grace
Automatically hits and crits with sneak attack damage, presumably straight to wounds
Damage: [roll]1d4+7[roll] x2 critical=
Sneak attack: [roll]4d6+6[roll]
Fort save or Die: DC=Damage Dealt




Davin/"Old Nan" (http://www.myth-weavers.com/sheet.html#id=1806242)
Athasian Human Stalker (Vigilante)/Psion (Egoist) 6 CG
Wounds/Vitality 30 / 86 Speed 30ft / 60ft Init +13
Power Point Reserve 53/
AC 25 / 26Fort 6 Ref 18 / (19) Will 11
CMB +6 BAB +4
Unarmed Strike +12 / +13 (1d8+7, x2)
Dagger +11 / +12(1d4+7, 19-20/x2)
Str 11 (0) Dex 20 (5) Con 15 (2) Wis 18 (4) Int 23 (6) Cha 16 (3)
Active Style Snake
Active Stance Internal Dominion of the Sleeping Goddess
Active Buffs Everyman (6hour duration), Physical Acceleration (+1 to hit and a +1 dodge bonus to AC and Reflex saves, +30ft spd, extra atk on full atk.)

Marcarius5555
2019-02-19, 06:00 PM
Davin/"Old Nan" (https://www.myth-weavers.com/sheet.html#id=1806242)

http://i65.tinypic.com/10seikp.jpg

Davin spits dust as she takes in the surrealism of the slaughter before her. With a grim determination, she plunges her blade into the trapped beast and (hopefully) puts it out it's misery before it can free itself.

Full round Action: Coup de Grace
Automatically hits and crits with sneak attack damage, presumably straight to wounds
Damage: [roll]1d4+7[roll] x2 critical=
Sneak attack: [roll]4d6+6[roll]
Fort save or Die: DC=Damage Dealt

Davin/"Old Nan" (http://www.myth-weavers.com/sheet.html#id=1806242)
Athasian Human Stalker (Vigilante)/Psion (Egoist) 6 CG
Wounds/Vitality 30 / 86 Speed 30ft / 60ft Init +13
Power Point Reserve 53/
AC 25 / 26Fort 6 Ref 18 / (19) Will 11
CMB +6 BAB +4
Unarmed Strike +12 / +13 (1d8+7, x2)
Dagger +11 / +12(1d4+7, 19-20/x2)
Str 11 (0) Dex 20 (5) Con 15 (2) Wis 18 (4) Int 23 (6) Cha 16 (3)
Active Style Snake
Active Stance Internal Dominion of the Sleeping Goddess
Active Buffs Everyman (6hour duration), Physical Acceleration (+1 to hit and a +1 dodge bonus to AC and Reflex saves, +30ft spd, extra atk on full atk.)


Per Spiritus' corrections, 27 damage goes to Wounds. Then there's another 5d6 points of Sonic damage. I guess it can be debated whether that goes to Vitality or Wounds, but I'll say it goes to Wounds.

[roll0]

Marcarius5555
2019-02-19, 06:08 PM
The beast tried to get out but failed its DC 25 roll. It now has to make a Fortitude Save DC 48 to avoid being stunned for 1d4 rounds [roll0] fails; stunned for [roll1].

neriractor
2019-02-19, 08:14 PM
Selim (https://www.myth-weavers.com/sheet.html#id=1798278)


https://db4sgowjqfwig.cloudfront.net/campaigns/72359/assets/497777/Elf.jpg?1440244390

Selim watches on as the gruesome fighting continues, every day more thankful that he got the girl to back him up in his travels, briefly he considers running again until the old woman stabbed the life out of a Scorpio he really did not trust her now. But it was good help anyway.

With a grin that seemed well out of place when looking at such devastation he threw a second bomb at the scorpions.

9/11 bombs left
Same bombs but they are supposedly still on fire so all that matters is 10 ft radious and it doesn't hit allies. Hitting the most wounded scorpion besides the one cowering. Also spending inspiration for cunning insight on damage and attack.

Touch attack:
[roll0] +3
Damage for main target:
[roll1] +2 fire [roll2] sonic
Damage for the rest:
17 fire 5 sonic

Edit: Forgot some bonuses.

Marcarius5555
2019-02-19, 08:41 PM
Selim (https://www.myth-weavers.com/sheet.html#id=1798278)


https://db4sgowjqfwig.cloudfront.net/campaigns/72359/assets/497777/Elf.jpg?1440244390

Selim watches on as the gruesome fighting continues, every day more thankful that he got the girl to back him up in his travels, briefly he considers running again until the old woman stabbed the life out of a Scorpio he really did not trust her now. But it was good help anyway.

With a grin that seemed well out of place when looking at such devastation he threw a second bomb at the scorpions.

9/11 bombs left
Same bombs but they are supposedly still on fire so all that matters is 10 ft radious and it doesn't hit allies. Hitting the most wounded scorpion besides the one cowering. Also spending inspiration for cunning insight on damage and attack.

Touch attack:
[roll0] +3
Damage for main target:
[roll1] +2 fire [roll2] sonic
Damage for the rest:
17 fire 5 sonic

Edit: Forgot some bonuses.

The enraged beast shrugs spasmodically with bellowing, effervescent fury as it is once again struck by the elf's pyrotechnic grenades.

Damaged but certainly not killed. I posted Healing Surge rules to heal Vitality in the OOC thread. I think everyone might want to take advantage of that, so have a look.

Spiritus
2019-02-19, 10:59 PM
Flavia begins a new song and steps closer to the beast before striking at it.

Edit: Second Round of Actions
Seeing the thing begin to cower, she calls out "Elf! Finish it, would you?" With a daredevil grin. She steps backward and spins, lashing out with her whips at the beast damaged by the Elf's Bombs.



Using Unchained Action Economy.

1 Action: Activate inspire courage for +3 to everone's attack and damage rolls
Free Action: Use Divine Power again
1 action: Attack the creature
1 Action: Use White Raven Tactics to give myself another round of actions.
Power attack for 1, triggering Cornugon Smash
Attacks:
[roll]1d20+25/roll]
[roll]1d20+25/roll]

Damage:
[roll]1d6+21/roll]
[roll]1d6+20roll]
Sonic:
[roll0]
[roll1]

If any attacks hit, Intimidate Check at -5:
[roll2] against 10+HD+Wisdom Modifier.
Total damage including sonic is 83.

Edit:
Second Round of Actions:
Five foot step backwards to get into range of the creature Selim attacked.
1 Action: Refresh Maneuvers
1 Action: Attack the damaged creature
1 Action: Intimidate the last creature
Total damage including sonic is 83 to the first creature, 78 to the second.

Warlawk
2019-02-20, 05:52 AM
https://farm8.staticflickr.com/7873/33169158558_dd98220dcd_t.jpg (https://flic.kr/p/Sx3Bf7)IV (https://www.myth-weavers.com/sheet.html#id=1835311)

IV slips in behind Flavia, skirting just to the side of her for a better line of sight as she draws back the string on her Soulbow. Time seems to stretch out, allowing her plenty of time to line up each shot. Archer, Arrow and Target all within the same time and space. A moment of pure, violent Zen. Glittering green arrows tear free of the mental-construct bow, ripping through the air around Flavia as she executes her brutal attack routine to strike down the horrific beasts. The hiss of their passage gains an odd doppler effect from the energy Flavia's inspiration has granted them.

Standard Action Economy
5 foot step for positioning if needed.
Swift action Time Skitter (https://www.d20pfsrd.com/alternative-rule-systems/path-of-war/disciplines-and-maneuvers/riven-hourglass-maneuvers/#TOC-Time-Skitter) to Haste myself for 8 rounds.
Full attack, +1Rapid Shot, +1 Many Shot, +1 Flurry, +1 Haste, Does not provoke AoOs for ranged attacks. Attacking the closest living scorpion monstrosity with following attacks moving to the next nearest if one is killed.
Deadly Aim in effect
First Iterative Attack Roll: [roll0] Damage: [roll1] Sonic Damage: [roll2]
Manyshot uses the attack roll above Damage: [roll3] Sonic Damage: [roll4]
Haste Attack Roll: [roll5] Damage: [roll6] Sonic Damage: [roll7]
Rapid Shot Attack Roll: [roll8] Damage: [roll9] Sonic Damage: [roll10]
Flurry Attack Roll: [roll11] Damage: [roll12] Sonic Damage: [roll13]
Second Iterative Attack Roll: [roll14] Damage: [roll15] Sonic Damage: [roll16]

The first attack that comes in the next round targeting either Flavia or IV will be met with Intercepting Shade (https://www.d20pfsrd.com/alternative-rule-systems/path-of-war/disciplines-and-maneuvers/solar-wind-maneuvers/#TOC-Intercepting-Shade). If I beat the incoming attack roll, it is negated. [roll]1d20+30[/roll[/url]


EDIT: Ugh, I forgot that previewing to be sure my formatting was correct would wreck the rolls. Sorry for the incoming double post.

Warlawk
2019-02-20, 05:57 AM
Standard Action Economy
5 foot step for positioning if needed.
Swift action Time Skitter (https://www.d20pfsrd.com/alternative-rule-systems/path-of-war/disciplines-and-maneuvers/riven-hourglass-maneuvers/#TOC-Time-Skitter) to Haste myself for 8 rounds.
Full attack, +1Rapid Shot, +1 Many Shot, +1 Flurry, +1 Haste, Does not provoke AoOs for ranged attacks. Attacking the closest living scorpion monstrosity with following attacks moving to the next nearest if one is killed.
Deadly Aim in effect
First Iterative Attack Roll: [roll]1d20+26 Damage: [roll0] Sonic Damage: [roll1]
Manyshot uses the attack roll above Damage: [roll2] Sonic Damage: [roll3]
Haste Attack Roll: [roll]1d20+26 Damage: [roll4] Sonic Damage: [roll5]
Rapid Shot Attack Roll: [roll]1d20+26 Damage: [roll6] Sonic Damage: [roll7]
Flurry Attack Roll: [roll]1d20+26 Damage: [roll8] Sonic Damage: [roll9]
Second Iterative Attack Roll: [roll]1d20+22 Damage: [roll10] Sonic Damage: [roll11]

The first attack that comes in the next round targeting either Flavia or IV will be met with Intercepting Shade (https://www.d20pfsrd.com/alternative-rule-systems/path-of-war/disciplines-and-maneuvers/solar-wind-maneuvers/#TOC-Intercepting-Shade). If I beat the incoming attack roll, it is negated. [roll12]

First Iterative Attack Roll: (1d20+26)[28] Damage: (2d6+33)[43] Sonic Damage: (5d6)[9]
Manyshot uses the attack roll above Damage: (2d6+33)[43] Sonic Damage: (5d6)[20]
Haste Attack Roll: (1d20+26)[43] Damage: (2d6+33)[41] Sonic Damage: (5d6)[18]
Rapid Shot Attack Roll: (1d20+26)[39] Damage: (2d6+33)[43] Sonic Damage: (5d6)[20]
Flurry Attack Roll: (1d20+26)[34] Damage: (2d6+33)[39] Sonic Damage: (5d6)[19]
Second Iterative Attack Roll: (1d20+21)[29] Damage: (2d6+33)[38] Sonic Damage: (5d6)[19]

angelpalm
2019-02-21, 05:43 AM
Ninazu


Ninazu centers herself for a brief moment before attempting to strike once more, hopefully putting an end to the remain creatures struggle.

She takes a move action to regain her maneuvers(mainly Rippling Current), and her allies gain a +2 morale to hit for the next three rounds(overlapping the previous bonus). She also uses Aid Another on herself to gain a +4 bonus to her attack.

[roll0] Aid Another vs 10 ac

She strikes with her Rippling current maneuver with her 15ft threaten range

[roll1] to attack vs flat footed

If it hits

[roll2] base damage
[roll3] maneuver
[roll4] for iaijustu focus skill and will add extra dmg dice dependent on skill roll


All the enemies still take a -3 to hit vs everyone else and gain a +3 to hit Ninazu. Anyone that is within 40ft of Ninazu still gain a 20% miss chance against their attacks. This last for 5 rounds.



All the hostile creatures that are within 30ft of Ninazu and her psicrystal weapon Nino take a -2 to their saves thanks to her psicrystals stance.







Ninazu (http://www.myth-weavers.com/sheet.html#id=1815572)
Female Elan(Unseelie Fey) Zealot5/awakenedblade1||Wilder6, Level 6, Init 11, Wounds/Vigor 70/108, DR 5/iron, Speed 40
AC 31, Touch 31, Flat-footed 22, CMD 38, Fort 13, Ref 11, Will 11, CMB +15/+10, Base Attack Bonus 6/1 /82
Deep Crystal Katana +15/+10 (1d10+9, 18–20/×2)
(+7 Dex, +5 Natural, +7 Misc)
Abilities Str 12, Dex 25, Con 9, Int 17, Wis 15, Cha 25
Condition None
IF that hit it does 50 points of damage overall with the crit confirm and bonus damage in the ooc thread added

Marcarius5555
2019-02-23, 09:20 AM
Ninazu


Ninazu centers herself for a brief moment before attempting to strike once more, hopefully putting an end to the remain creatures struggle.

She takes a move action to regain her maneuvers(mainly Rippling Current), and her allies gain a +2 morale to hit for the next three rounds(overlapping the previous bonus). She also uses Aid Another on herself to gain a +4 bonus to her attack.

[roll0] Aid Another vs 10 ac

She strikes with her Rippling current maneuver with her 15ft threaten range

[roll1] to attack vs flat footed

If it hits

[roll2] base damage
[roll3] maneuver
[roll4] for iaijustu focus skill and will add extra dmg dice dependent on skill roll


All the enemies still take a -3 to hit vs everyone else and gain a +3 to hit Ninazu. Anyone that is within 40ft of Ninazu still gain a 20% miss chance against their attacks. This last for 5 rounds.



All the hostile creatures that are within 30ft of Ninazu and her psicrystal weapon Nino take a -2 to their saves thanks to her psicrystals stance.







Ninazu (http://www.myth-weavers.com/sheet.html#id=1815572)
Female Elan(Unseelie Fey) Zealot5/awakenedblade1||Wilder6, Level 6, Init 11, Wounds/Vigor 70/108, DR 5/iron, Speed 40
AC 31, Touch 31, Flat-footed 22, CMD 38, Fort 13, Ref 11, Will 11, CMB +15/+10, Base Attack Bonus 6/1 /82
Deep Crystal Katana +15/+10 (1d10+9, 18–20/×2)
(+7 Dex, +5 Natural, +7 Misc)
Abilities Str 12, Dex 25, Con 9, Int 17, Wis 15, Cha 25
Condition None
IF that hit it does 50 points of damage overall with the crit confirm and bonus damage in the ooc thread added



OK, Slatescale replied to me and indicated that they had made a construct with their action. Morg hasn't replied, but it's been almost 48 hours, so we're moving on.

The two remaining monstrosities explode in a shower of jagged black hail that once again rends the air of the Dragon's Tears' common room.

Non-lethal
Old Nan[roll0]
Flavia[roll1]

Bleed
Old Nan[roll2]
Flavia[roll3]

DC 18 Reflex for 1/2 damage and no bleed damage.

Among the survivors of this savage nocturnal strike upon the Dragon's Tears is a sturdy human male dressed in a luxurious purple toga, his short-cropped blond curls speckled with bright red blood that contrasts sharply with a pair of brilliant sapphire pupils.

Steadying himself on one of the columns that supports the elevated, multi-vaulted roof of the common room, he gradually makes his way to Flavia's side and attempts to whisper something in her ear.

"Brave maiden of battle, my name is Shamgar, and I am one of the proprietor's of this unfortunate establishment. I am much in your debt for dispatching these terrible interlopers. There is someone, an associate of mine, who wishes to meet with you... discretely. Would you and your companions be willing to attend her in one of the private chambers on the other side of the inn? I ask only that you hear her."

Spiritus
2019-02-24, 05:38 AM
OK, Slatescale replied to me and indicated that they had made a construct with their action. Morg hasn't replied, but it's been almost 48 hours, so we're moving on.

The two remaining monstrosities explode in a shower of jagged black hail that once again rends the air of the Dragon's Tears' common room.

Non-lethal
Old Nan[roll0]
Flavia[roll1]

Bleed
Old Nan[roll2]
Flavia[roll3]

DC 18 Reflex for 1/2 damage and no bleed damage.

Among the survivors of this savage nocturnal strike upon the Dragon's Tears is a sturdy human male dressed in a luxurious purple toga, his short-cropped blond curls speckled with bright red blood that contrasts sharply with a pair of brilliant sapphire pupils.

Steadying himself on one of the columns that supports the elevated, multi-vaulted roof of the common room, he gradually makes his way to Flavia's side and attempts to whisper something in her ear.

"Brave maiden of battle, my name is Shamgar, and I am one of the proprietor's of this unfortunate establishment. I am much in your debt for dispatching these terrible interlopers. There is someone, an associate of mine, who wishes to meet with you... discretely. Would you and your companions be willing to attend her in one of the private chambers on the other side of the inn? I ask only that you hear her."
https://i.imgur.com/ieCyz9H.jpg
Flavia

Flavia throws herself to the side to avoid the creature's death throws, and while she escapes the worst of it, she takes a shard right through the bicep. As the noise of the blast fades away, she becomes aware of the blood dripping from the ceiling, and the overpowering stench of blood and bile and bowels.mJust like the pits, she thinks nostalgically as she quickly weaves a spell to staunch the bleeding. Nothing stinks as much as a battlefield except a day-old battlefield.

When she is approached, she laughs. I don't think there's much cause for secrecy at the moment. If these things had backup, they'd have used it. And there no left alive here to overhear anyway. she shakes her head, and grimaces as she feels a gobbet of flesh fall from her scalp.

"I see no reason to deny your request, sir, but I need to clean up before anything else." she grins cheerfully. "Blood makes my hair terribly frizzy. I'm sure you understand."

Marcarius5555
2019-02-24, 09:26 AM
https://i.imgur.com/ieCyz9H.jpg
Flavia

Flavia throws herself to the side to avoid the creature's death throws, and while she escapes the worst of it, she takes a shard right through the bicep. As the noise of the blast fades away, she becomes aware of the blood dripping from the ceiling, and the overpowering stench of blood and bile and bowels.mJust like the pits, she thinks nostalgically as she quickly weaves a spell to staunch the bleeding. Nothing stinks as much as a battlefield except a day-old battlefield.

When she is approached, she laughs. I don't think there's much cause for secrecy at the moment. If these things had backup, they'd have used it. And there no left alive here to overhear anyway. she shakes her head, and grimaces as she feels a gobbet of flesh fall from her scalp.

"I see no reason to deny your request, sir, but I need to clean up before anything else." she grins cheerfully. "Blood makes my hair terribly frizzy. I'm sure you understand."

Shamgar appear, initially, slightly disconcerted at Flavia's unguarded announcement of his surreptitiously-offered entreaty, but quickly adapts to the new state of affairs. The innkeeper inclines his head slightly as he begins his reply, at first somewhat haltingly, finding the right word syllable-by-syllable,

"As you say... mistress. Then, if you and your companions would follow after me, I would be pleased to introduce you to another traveler who has taken note of your present exploits."

Shamgar gestures at the still-steaming corpses of the horrific scorpion-like creatures.

Everyone, please make a Perception DC20.

Taking in the ruined confines of the Dragon's Tears common room, a striking and unquestionably unnerving identification is made in the course of surveying the multitudinous bodies piled messily at the center of the large chamber -- Shamgar's body appears to be among those from whom life has fled. And yet... he stands before the surviving company, somehow breathing and speaking as one still living.

Togo
2019-02-24, 04:29 PM
Ben looks around, a quizzical expression on his face, as if a little puzzled that the fight is over. Extricating himself from the dead scorpion - demon, he carefully gives up a brief appeal to the spirits of the upper air, as he clenches one hand to his wounds, staunching the flow of blood.

perception [roll0]

cure light wounds [roll1] to lethal and non-lethal plus 17 non-lethal.

neriractor
2019-02-25, 03:20 PM
Selim takes a couple of careful steps through the charred and bisected corpses, getting near Ninazu and signling her the corpse subtly in case she hadn't seen it.

Warlawk
2019-02-25, 07:53 PM
IV hops up to sit on one of the few relatively intact sections of bar, hooking her foot under a stool she leans back and glances around until she finds the bucket containing the rough rags and sand used for dry-cleaning. Keeping one for herself she tosses another to Flavia and then sets the bucket onto the bar in case anyone else wants it and hops down. She wipes her face stepping back to Flavia's Side, careful not to slip in the viscera.

While scrubbing her hands clean IV catches Shamgar's eye and glances pointedly at his dead twin in the mass grave and arches an eyebrow in question.

Marcarius5555
2019-02-25, 09:01 PM
Selim takes a couple of careful steps through the charred and bisected corpses, getting near Ninazu and signling her the corpse subtly in case she hadn't seen it.


knowledge (local)- things that shapeshift
(1d20+11)[17]

knowledge (arcana) - could it be a spell?
(1d20+15)[26]

This 'Shamgar' who presently stands before the part is apparently a Cloneof the original inn keeper. Who or what may have been responsible for this arcane intervention is at present uncertain...

Marcarius5555
2019-02-25, 09:06 PM
IV hops up to sit on one of the few relatively intact sections of bar, hooking her foot under a stool she leans back and glances around until she finds the bucket containing the rough rags and sand used for dry-cleaning. Keeping one for herself she tosses another to Flavia and then sets the bucket onto the bar in case anyone else wants it and hops down. She wipes her face stepping back to Flavia's Side, careful not to slip in the viscera.

While scrubbing her hands clean IV catches Shamgar's eye and glances pointedly at his dead twin in the mass grave and arches an eyebrow in question.

Shamgar's iridescent blue pupils glitter reflectively, like a gem facet, easily surpassing the dim light of the hundreds of tiny lamps that otherwise illumine the large interior space. His facial expression is slightly difficult to read, a sort of curious admixture of recognition, consideration, hesitancy, and... amusement?

He raises his strong hands in a pacifying gesture, the rich folds of his violet toga rippling easily in response to the assured action,

Something like a chuckle escapes his mouth as Shamgar replies,

"Well then, I don't suppose you'd believe we were twins?"

Ancient
2019-02-26, 04:50 PM
Davin/"Old Nan" (https://www.myth-weavers.com/sheet.html#id=1806242)

http://i65.tinypic.com/10seikp.jpg



The two remaining monstrosities explode in a shower of jagged black hail that once again rends the air of the Dragon's Tears' common room.

[COLOR="#B22222"]Non-lethal
Old Nan[roll0]
Flavia[roll1]

Bleed
Old Nan[roll2]
Flavia[roll3]

DC 18 Reflex for 1/2 damage and no bleed damage.


As Old Nan Twists her blade into the beast's eyesocket, she receives a sudden premonition of danger. She makes a desperate dodge as the beast's corpse explodes in an obsidian rain of death.

Reflex save with evasion [roll0]
Perception Check [roll1]


Davin/"Old Nan" (http://www.myth-weavers.com/sheet.html#id=1806242)
Athasian Human Stalker (Vigilante)/Psion (Egoist) 6 CG
Wounds/Vitality 30 / 86 Speed 30ft / 60ft Init +13
Power Point Reserve 53/
AC 25 / 26Fort 6 Ref 18 / (19) Will 11
CMB +6 BAB +4
Unarmed Strike +12 / +13 (1d8+7, x2)
Dagger +11 / +12(1d4+7, 19-20/x2)
Str 11 (0) Dex 20 (5) Con 15 (2) Wis 18 (4) Int 23 (6) Cha 16 (3)
Active Style Snake
Active Stance Internal Dominion of the Sleeping Goddess
Active Buffs Everyman (6hour duration), Physical Acceleration (+1 to hit and a +1 dodge bonus to AC and Reflex saves, +30ft spd, extra atk on full atk.)

Mathias1313
2019-02-26, 08:02 PM
Morg's body ripples and shifts till the scales and fangs and claws disappear and he is once again in his Half giant shape.
As he intently watches the interactions between the other people still standing, Morg picks up a piece of the fallen scorpion thing and sniffs the meat, pondering on its edibility.
When Shamgar infers those still standing as Flavias companions, Morg stands up tall and smiles.

Marcarius5555
2019-02-26, 10:11 PM
Shamgar continues to regard the assembled company with a friendly if slightly nervous affectation as his intense sapphire pupils search for some sign of a response in their individual expressions. A few short, tense moments pass as the apparent simulacrum of the innkeeper seems to attempt a cautious auspices of the room's current population, but, in the end, Shamgar appears to satisfy himself that it is safe to continue, and so begins to speak again,

"Unlikely, I suppose! Well, you can't blame an honest soul for trying."

"You see, I was concerned that my true form, as well as that of my associates, might elicit unwanted attention, and that it might not only discourage your company from meeting us, but in the wake of that refusal we would be unnecessarily exposed in this foreign land."

The doorway positioned on the central eastern face of the common room, behind the piled wreckage of the collapsed bar, now opens with a loud creak. At the same time, the dark, thick wood of the sturdy portal streams pungent clouds of odoriferous spirits, this excrescence arising from the scarred surface of the door, its protective sheen of aromatic oils having been disrupted by the recent melee.

In the shadows of the now opened portal stands a strange figure, a pupil-less, white-eyed pterran with an unexpected set of vestigial wings extending in a wide span from its back. In consideration of its unusual eyes and unprecedented capacity for aerial locomotion, it is certain that the lizard man resembles no known pterran tribe from the Tablelands region.

He wears an set of armor constructed of bleached bone, the aesthetic effect of which is something like an exoskeleton.

In his right hand, he tightly grips a long, dark, polished rod between his curved talons.

"Know then, fellow travelers, that I am Skyseer of the kamis'tala'i, and I have journeyed unnumbered miles to reach this city. In the other side of this establishment, there is an important associate of mine, whose long travel I have dutifully guarded, and who wishes particularly to speak with you, if you are willing."

The strange pterran nods deferentially towards Flavia, and then the others.

Anyone who wants to try to identify Skyseer's origins/background, please roll a Knowledge (Geography) check.

Spiritus
2019-02-27, 01:00 AM
IV hops up to sit on one of the few relatively intact sections of bar, hooking her foot under a stool she leans back and glances around until she finds the bucket containing the rough rags and sand used for dry-cleaning. Keeping one for herself she tosses another to Flavia and then sets the bucket onto the bar in case anyone else wants it and hops down. She wipes her face stepping back to Flavia's Side, careful not to slip in the viscera.

While scrubbing her hands clean IV catches Shamgar's eye and glances pointedly at his dead twin in the mass grave and arches an eyebrow in question.
Flavia waves aside the offered rag, and with a word and quick gesture casts the most useful spell she ever learned: Prestidigitation. She quickly removes all traces of the battlefield from her person, and then IV's.


Flavia takes ten for 16

Mathias1313
2019-03-01, 11:00 PM
Still sniffing the piece of scorpion, Morg will come
With that simple answer he walk into the back room. On the way his indecision come to an end and lifts the scorpion chunk to his mouth and takes a bite, pondering on the taste.

Marcarius5555
2019-03-06, 12:30 AM
Flavia waves aside the offered rag, and with a word and quick gesture casts the most useful spell she ever learned: Prestidigitation. She quickly removes all traces of the battlefield from her person, and then IV's.

Despite racking her brain, the mysterious pterran's greeting registers no recognition in the bard's mind.

Ancient
2019-03-07, 11:11 AM
Shamgar continues to regard the assembled company with a friendly if slightly nervous affectation as his intense sapphire pupils search for some sign of a response in their individual expressions. A few short, tense moments pass as the apparent simulacrum of the innkeeper seems to attempt a cautious auspices of the room's current population, but, in the end, Shamgar appears to satisfy himself that it is safe to continue, and so begins to speak again,

"Unlikely, I suppose! Well, you can't blame an honest soul for trying."

"You see, I was concerned that my true form, as well as that of my associates, might elicit unwanted attention, and that it might not only discourage your company from meeting us, but in the wake of that refusal we would be unnecessarily exposed in this foreign land."

The doorway positioned on the central eastern face of the common room, behind the piled wreckage of the collapsed bar, now opens with a loud creak. At the same time, the dark, thick wood of the sturdy portal streams pungent clouds of odoriferous spirits, this excrescence arising from the scarred surface of the door, its protective sheen of aromatic oils having been disrupted by the recent melee.

In the shadows of the now opened portal stands a strange figure, a pupil-less, white-eyed pterran with an unexpected set of vestigial wings extending in a wide span from its back. In consideration of its unusual eyes and unprecedented capacity for aerial locomotion, it is certain that the lizard man resembles no known pterran tribe from the Tablelands region.

He wears an set of armor constructed of bleached bone, the aesthetic effect of which is something like an exoskeleton.

In his right hand, he tightly grips a long, dark, polished rod between his curved talons.

"Know then, fellow travelers, that I am Skyseer of the kamis'tala'i, and I have journeyed unnumbered miles to reach this city. In the other side of this establishment, there is an important associate of mine, whose long travel I have dutifully guarded, and who wishes particularly to speak with you, if you are willing."

The strange pterran nods deferentially towards Flavia, and then the others.

Anyone who wants to try to identify Skyseer's origins/background, please roll a Knowledge (Geography) check.

"Us?", Old Nan says, eyeing the imposter curiously, "How is it your friend knows of "us"?

Knowledge Geography [roll0]
Inspiration: [roll1]

Spiritus
2019-03-08, 04:55 AM
Shamgar continues to regard the assembled company with a friendly if slightly nervous affectation as his intense sapphire pupils search for some sign of a response in their individual expressions. A few short, tense moments pass as the apparent simulacrum of the innkeeper seems to attempt a cautious auspices of the room's current population, but, in the end, Shamgar appears to satisfy himself that it is safe to continue, and so begins to speak again,

"Unlikely, I suppose! Well, you can't blame an honest soul for trying."

"You see, I was concerned that my true form, as well as that of my associates, might elicit unwanted attention, and that it might not only discourage your company from meeting us, but in the wake of that refusal we would be unnecessarily exposed in this foreign land."

The doorway positioned on the central eastern face of the common room, behind the piled wreckage of the collapsed bar, now opens with a loud creak. At the same time, the dark, thick wood of the sturdy portal streams pungent clouds of odoriferous spirits, this excrescence arising from the scarred surface of the door, its protective sheen of aromatic oils having been disrupted by the recent melee.

In the shadows of the now opened portal stands a strange figure, a pupil-less, white-eyed pterran with an unexpected set of vestigial wings extending in a wide span from its back. In consideration of its unusual eyes and unprecedented capacity for aerial locomotion, it is certain that the lizard man resembles no known pterran tribe from the Tablelands region.

He wears an set of armor constructed of bleached bone, the aesthetic effect of which is something like an exoskeleton.

In his right hand, he tightly grips a long, dark, polished rod between his curved talons.

"Know then, fellow travelers, that I am Skyseer of the kamis'tala'i, and I have journeyed unnumbered miles to reach this city. In the other side of this establishment, there is an important associate of mine, whose long travel I have dutifully guarded, and who wishes particularly to speak with you, if you are willing."

The strange pterran nods deferentially towards Flavia, and then the others.

Anyone who wants to try to identify Skyseer's origins/background, please roll a Knowledge (Geography) check.
Flavia bows politely to the man. "Indeed, Skyseer!" She grins at him. "It would be a true pity for you to have come all this way for nothing!" She rises, sidestepping another drop of blood from the ceiling. "I would be honored to meet and discuss business with you, and perhaps you might even tell me more of your people."

Sorry, wasn't sure if this was dead. I'm still up for it, though!

Flavia will take ten on Diplomacy for a 29.

Marcarius5555
2019-03-08, 06:01 AM
Flavia bows politely to the man. "Indeed, Skyseer!" She grins at him. "It would be a true pity for you to have come all this way for nothing!" She rises, sidestepping another drop of blood from the ceiling. "I would be honored to meet and discuss business with you, and perhaps you might even tell me more of your people."

Sorry, wasn't sure if this was dead. I'm still up for it, though!

Flavia will take ten on Diplomacy for a 29.

I'm going to wait until Monday to update as it looks like we may need to re-recruit for like 4-5 spots. I have a thread currently going in recruitment, and I hope to revive this once I get a fresh infusion of new participants.

Hackulator
2019-03-11, 01:55 PM
A shadow falls across the door of the in and a large man dressed in roughspun slothes steps into the inn. Looking around at the devastation, he sighs quietly and brief look of concentration crosses his face. As he begins to walk around the room, the wounds of any severely wounded but still living creatures begin to heal, with the exception of the strange scorpion monsters if any still live. He move from person to person looking for survivors among the fallen and helping any he can. He then turns to the group and the strange Pterran.

"My name is Arkas. I heard the commotion and came as quickly as I could...what is the name of the cursed sands happened here?"

When he sees the large number of wounded civilians, Arkas Activates Draconic Aura of Vigor. This gives fast healing 1 to friendly targets within 30 feet if they have less than half HP, so any civilians who aren't quite dead should get back up, and any of the party below half should start healing, as Arkas is going under the assumption that the freaky scorpion monsters were the bad guys.

Spiritus
2019-03-12, 04:15 AM
A shadow falls across the door of the in and a large man dressed in roughspun slothes steps into the inn. Looking around at the devastation, he sighs quietly and brief look of concentration crosses his face. As he begins to walk around the room, the wounds of any severely wounded but still living creatures begin to heal, with the exception of the strange scorpion monsters if any still live. He move from person to person looking for survivors among the fallen and helping any he can. He then turns to the group and the strange Pterran.

"My name is Arkas. I heard the commotion and came as quickly as I could...what is the name of the cursed sands happened here?"

When he sees the large number of wounded civilians, Arkas Activates Draconic Aura of Vigor. This gives fast healing 1 to friendly targets within 30 feet if they have less than half HP, so any civilians who aren't quite dead should get back up, and any of the party below half should start healing, as Arkas is going under the assumption that the freaky scorpion monsters were the bad guys.

Flavia grins widely as she walks forward to greet him, bendi g this way and that to avoid the blood and offal still dripping from the ceiling. "A pleasure to meet you, Arkas!" She says cheerfully. "These Scorpion-beasts interrupted our fun, and we naturally had to chastise them for it. Unfortunately these things could shoot cones of spikes, and even in death they exploded in an attempt to kill all around them."

Marcarius5555
2019-03-12, 08:48 AM
"Us?", Old Nan says, eyeing the imposter curiously, "How is it your friend knows of "us"?

Knowledge Geography [roll0]
Inspiration: [roll1]

Old Nan recalls a few details of scattered accounts -- a tribe of winged pterrans that live in the southern hemisphere of the world, and occasionally journey north, through the vast wastelands in the mid section of the blasted planet known as the Wheal of Woe, in order to conduct trade with the Seven Cities of the Tablelands.

greenpotato
2019-03-12, 06:05 PM
A small eagle with two heads flutters into the inn and looks around with four sharp eyes. "A slaughter" it observes. It sees the warriors who appear to be the victors and moves toward them. "Anything I can do to help?"

Hackulator
2019-03-12, 08:10 PM
A small eagle with two heads flutters into the inn and looks around with four sharp eyes. "A slaughter" it observes. It sees the warriors who appear to be the victors and moves toward them. "Anything I can do to help?"

Arkas pauses for a second. He looks at the two-headed talking bird who just flew into the room. Then he looks around the ruined tavern and at the corpses of the large scorpion-like monsters on the floor. He then looks back to the two-headed, talking bird before speaking to no one in particular.

"You know, just 20 seconds ago I would have bet heavily against the possibility of things getting weirder in here" he says with a wry grin.

Warlawk
2019-03-12, 09:54 PM
https://farm8.staticflickr.com/7873/33169158558_dd98220dcd_t.jpg (https://flic.kr/p/Sx3Bf7)IV (https://www.myth-weavers.com/sheet.html#id=1835311)

IV blinks in surprise "Flavia, did I get hit in the head or is that bird talking? Anyone else hear that? Yes? Alright then." She glances back to the odd Pterran "Let's not keep your associate waiting then, the smell is a bit thick in here, I think I'm starting to taste these poor people a bit."

Ancient
2019-03-12, 10:59 PM
Davin/"Old Nan" (https://www.myth-weavers.com/sheet.html#id=1806242)

http://i65.tinypic.com/10seikp.jpg

"Any wierder, and I might not survive to appreciate it. All right, I have no idea where we are going, but I do not relish explaining...........THIS to anyone. I will come." The old woman's blades disappear into her sleeves, she fixes her hair, dabs up the blood the best she can, and picks up her bowl of yarn and waits.


Davin/"Old Nan" (http://www.myth-weavers.com/sheet.html#id=1806242)
Athasian Human Stalker (Vigilante)/Psion (Egoist) 6 CG
Wounds/Vitality 30 / 86 Speed 30ft / 60ft Init +13
Power Point Reserve 53/
AC 25 / 26Fort 6 Ref 18 / (19) Will 11
CMB +6 BAB +4
Unarmed Strike +12 / +13 (1d8+7, x2)
Dagger +11 / +12(1d4+7, 19-20/x2)
Str 11 (0) Dex 20 (5) Con 15 (2) Wis 18 (4) Int 23 (6) Cha 16 (3)
Active Style Snake
Active Stance Internal Dominion of the Sleeping Goddess
Active Buffs Everyman (6hour duration), Physical Acceleration (+1 to hit and a +1 dodge bonus to AC and Reflex saves, +30ft spd, extra atk on full atk.)
[/QUOTE]

Spiritus
2019-03-13, 03:11 AM
Flavia Aquilia (https://www.myth-weavers.com/sheet.html#id=1799975)
https://i.imgur.com/ieCyz9H.jpg


A small eagle with two heads flutters into the inn and looks around with four sharp eyes. "A slaughter" it observes. It sees the warriors who appear to be the victors and moves toward them. "Anything I can do to help?"
Not at present, no, though I believe the good Pterran was about to enlighten us.

HumanTemplate
2019-03-13, 03:14 AM
Arus had heard the commotion and rushed through the streets to where the noise was.

He wasn't expecting this panorama.
http://connorssettings.wdfiles.com/local--files/athas-major-races/Half-Giant%20-%20Goran_Bukvic_08a.jpg


As he crossed the threshold, his shoulders barely clearing the walls, he paused to look around and explore what was going inside.

https://www.myth-weavers.com/sheet.html#id=925254

He looked at the beast, strange creatures.
knowldge arcana [roll0]
Knowledge psionics [roll1]

Then at the others, the ones who looked like warriors.

He dared to ask:

This is no usual sight. Is there anything I could do? I'm a priest from the desert.

He leaned against a wounded man and tended his wounds.

Heal check[roll2]

They call me Arus

Arus Darii (http://www.myth-weavers.com/sheet.html#id=925254)
M N Human(PF athas version) Sand Phoenix (see below), Level 6, Init 6, HP 130/40/130/40, Speed 30
AC 21, Touch 15, Flat-footed 19, Fort 12, Ref 13, Will 11, Base Attack Bonus 5
Greatsword +13 (2d6+6, 19-20x2)
Glaive +12 ( , )
Bladed gauntlet +12 ( , )
Armor Bonus (+6 Armor, +2 Dex, +1 Deflect, +2 Misc)
Abilities Str 20, Dex 14, Con 20, Int 24, Wis 17, Cha 13
Condition None

greenpotato
2019-03-13, 05:23 PM
The bird turns one head to look at the ptteran whilst the other responds to Flavia "I see. By the way, I am Uuguu"

Spiritus
2019-03-14, 04:31 AM
Flavia Aquilia (https://www.myth-weavers.com/sheet.html#id=1799975)

"I am unsure," Flavia admits to Arus. "At the least, though, the Shaman's aura ought to stabilize anyone still alive. No sense getting in his way." Satisfied that the situation is being dealt dealt with Flavia clears the broke crockery from a stretch of the bar with a moment's concentration and a wave of her hand before vaulting over it.

"No sense in wasting good wine," she says with a grin, before bending down and rummaging through a cabinet. Coming up with two bottles and some pewter goblets, she cleans the ceiling and countertop before quickly draining a cup. "Ah, that's the good stuff." She sighs. "Anyone else want some?"

Marcarius5555
2019-03-14, 06:02 AM
Arus had heard the commotion and rushed through the streets to where the noise was.

He wasn't expecting this panorama.
http://connorssettings.wdfiles.com/local--files/athas-major-races/Half-Giant%20-%20Goran_Bukvic_08a.jpg


As he crossed the threshold, his shoulders barely clearing the walls, he paused to look around and explore what was going inside.

https://www.myth-weavers.com/sheet.html#id=925254

He looked at the beast, strange creatures.
knowldge arcana [roll0]
Knowledge psionics [roll1]

Then at the others, the ones who looked like warriors.

He dared to ask:

This is no usual sight. Is there anything I could do? I'm a priest from the desert.

He leaned against a wounded man and tended his wounds.

Heal check[roll2]

They call me Arus

Arus Darii (http://www.myth-weavers.com/sheet.html#id=925254)
M N Human(PF athas version) Sand Phoenix (see below), Level 6, Init 6, HP 130/40/130/40, Speed 30
AC 21, Touch 15, Flat-footed 19, Fort 12, Ref 13, Will 11, Base Attack Bonus 5
Greatsword +13 (2d6+6, 19-20x2)
Glaive +12 ( , )
Bladed gauntlet +12 ( , )
Armor Bonus (+6 Armor, +2 Dex, +1 Deflect, +2 Misc)
Abilities Str 20, Dex 14, Con 20, Int 24, Wis 17, Cha 13
Condition None


Hard as he racks his brain, Arus cannot recall anything of use.

HumanTemplate
2019-03-14, 07:09 AM
Watching the slaughter, Arus listens and observes the hedonistic woman who seems unconcerned with this murderous show, ransacking the locale as a rading marauder.

You almost make it sound as if these were your pets. But I'll refrain my judgments.

Marcarius5555
2019-03-14, 07:19 AM
Watching the slaughter, Arus listens and observes the hedonistic woman who seems unconcerned with this murderous show, ransacking the locale as a rading marauder.

You almost make it sound as if these were your pets. But I'll refrain my judgments.


Arus recalls whispered rumors of abominations known as ch'ygg'sugga, wherein a monstrous scorpion is mutated or interbred with a xxyth, a race of eldritch horrors that originated in the most distant Dawn Age, when gods still heard the prayers of men, and which now dwell in the forsaken region of the Black known as the Void.

These half-breed abominations are said to be the feral hounds of the hidden Slave Lords of Under Tyr, monstrous guardians of the concealed recesses of the Pits of Woe in which the flesh markets are conducted far below the Hidden Aerie of the Slave Lords.

Perhaps of greatest moment and consternation, he also recalls a hushed rumor from the half-blind pan handler Ummanu of Shaf'aa Street, when the old man, cloaked in grey sack cloth, spoke of having personally observed even larger specimens than these corpses in the Pits of Woe -- spawn of an arch xyyth, or even the xyyth lord that sleeps in the infinite depths below the Free City, the fabled entity known variously as the Mother of the Deeps, the Shadefather, or a variety of other, similarly ominous appelations.

Marcarius5555
2019-03-14, 07:33 AM
The strange, winged pterran who has just now identified himself as "Skyseer" seeks to usher the company into the dilapidated eastern quarter of the Dragon's Tears with an inviting palpable sense of urgency.

"Please come quickly friends, the great and merciful Asherahannah wishes to converse direclty with your persons."

I'm trying to move this along again -- I'd be obliged if anyone who's hanging back would update soon so I can know if I should put some of the next bit in spoilers only for the people in the room with Skyseer and Asherahannah.

HumanTemplate
2019-03-14, 07:40 AM
Upon identifying the beast, Arus feels this is a matter of great importance and he makes up his mind. He will delve into this by any means necessary. He follows the others into the back room.

Hackulator
2019-03-14, 12:40 PM
The strange, winged pterran who has just now identified himself as "Skyseer" seeks to usher the company into the dilapidated eastern quarter of the Dragon's Tears with an inviting palpable sense of urgency.

"Please come quickly friends, the great and merciful Asherahannah wishes to converse direclty with your persons."

I'm trying to move this along again -- I'd be obliged if anyone who's hanging back would update soon so I can know if I should put some of the next bit in spoilers only for the people in the room with Skyseer and Asherahannah.

Arkas takes one last quick circuit around the room to ensure any wounded but still living civilians are healed and then turns to the Pterran.

"Very well, lead on."

Warlawk
2019-03-14, 01:10 PM
Watching the slaughter, Arus listens and observes the hedonistic woman who seems unconcerned with this murderous show, ransacking the locale as a rading marauder.

You almost make it sound as if these were your pets. But I'll refrain my judgments.



https://farm8.staticflickr.com/7873/33169158558_dd98220dcd_t.jpg (https://flic.kr/p/Sx3Bf7)IV (https://www.myth-weavers.com/sheet.html#id=1835311)

IV Grabs the nearest mug not filled with Patron Hors D'oeuvres and joins Flavia in a fresh cup. "You'll have to forgive her, Flavia just takes a bit of getting used to." Picking her way through to carnage to the back room she greets the other survivors "You can call me IV (Ivy) but I think we should hold introductions until we meet our host."

greenpotato
2019-03-15, 12:24 AM
With a click clack of talons Uuguu (https://www.myth-weavers.com/sheet.html#id=1851966) surreptitiously follows the others, hoping that she was included in the invited group.

Spiritus
2019-03-16, 04:29 AM
Watching the slaughter, Arus listens and observes the hedonistic woman who seems unconcerned with this murderous show, ransacking the locale as a rading marauder.

You almost make it sound as if these were your pets. But I'll refrain my judgments.


Flavia sobers, briefly, ever present grin leaving her face for once. "What use do the Dead have for possessions?" She asks. "It was nice getting to know the crowd, and it sucks I couldn't save them, but they don't care if I help myself to a little wine." Her smile resurfacing, she slips another two bottles into her pack. "You learn to get over the Dead quickly in the Pits, you know?"

The strange, winged pterran who has just now identified himself as "Skyseer" seeks to usher the company into the dilapidated eastern quarter of the Dragon's Tears with an inviting palpable sense of urgency.

"Please come quickly friends, the great and merciful Asherahannah wishes to converse direclty with your persons."

I'm trying to move this along again -- I'd be obliged if anyone who's hanging back would update soon so I can know if I should put some of the next bit in spoilers only for the people in the room with Skyseer and Asherahannah.

Flavia drains her current goblet and nods. "I am honored by Asherahannah's trust. Please, lead on."

HumanTemplate
2019-03-16, 04:59 AM
Arus has to agree with Flavia. He remembers the pits from his early years before he ran into the desert. The pointless killing to entertain both crowd and tyrant were worse than the unfogiving sands.

the dead have indeed other worries that what's left behind. Lets avenge them. These beasts were not sent only to kill, these are slavers's pets and we must be missing something

Togo
2019-03-17, 03:27 PM
Ben has already slipped into the back room, seeing nothing incongruous about the invitation.

Marcarius5555
2019-03-21, 05:58 PM
Skyseer quickly ushers the party into the far side of the Dragon's Tears, constituting the dilapidated, eastern side of the establishment. The party step over the ruined remains of a collapsed bar as they exit through the eastern door of the common room, and proceed through several large storage chambers, and into a parallel, but empty, space on the far side of the ancient building, which was once used as a public baths.

In the middle of the largely unlit chamber, a white-cloaked pterran huddles slightly, nursing a source of intense light,

Skyseer introduces her with a tone of hushed awe,

"Worthy ones, I present to you the one endowed with the name Asherahanna by the Veiled Alliance of this city-state, and who my people know as Cloudmaker."

HumanTemplate
2019-03-23, 07:00 AM
Arus was surprised.

A fellow member of the Veiled Aliance nontheless. And Asherahana in person.

He bowed respectfully and revealed his alliance with a secret word.

Arus, the desert phoenix, at your service and the service of the Alliance.

Was this attacked aimed at you? honorable Asheranana

Marcarius5555
2019-03-23, 03:30 PM
Arus was surprised.

A fellow member of the Veiled Aliance nontheless. And Asherahana in person.

He bowed respectfully and revealed his alliance with a secret word.

Arus, the desert phoenix, at your service and the service of the Alliance.

Was this attacked aimed at you? honorable Asheranana

The dim confines of the desolate chamber reveal the shattered wreckage of what once, in a long ago age, must have been a truly resplendent caldarium.

Disheveled piles of rubble are strewn over the floor. In the middle of the chamber, a ragged pit gapes in the floor, revealing the remnants of an ingeniously-devised hypocaust which once heated the bath waters that covered the floor of the large room. The ceiling of the hypocaust was raised above the ground by pillars, called pilae stacks, which supported a layer of ceramic plates, followed by a layer of concrete, then the floor tiles of the rooms above, all of which is now combined in a variegated heap of rubble. Hot air and smoke from the furnace would circulate through this enclosed area and then up through clay or tile flues in the walls of the rooms above to outlets in the roof, thereby heating the floors and walls of the rooms above for the reclining visitors to the baths. These tile flues were referred to as caliducts.

Several of the columns that hold aloft the room of the large chamber have been pulverized by age and decay, their remnants now offering no support to the heavy roof which still overhangs the entire chamber, shielding it from the sight of the gibbering moon.

It is noticeable that the shattered columns of the abandoned baths are more highly ornamented than that of the parallel chamber on the other side of the Dragon's Tears. By contrast with the charnel-ridden common room which the party has recently evacuated, the pillars of this ruined bath are marked a considerable reduction in the respective height of their individual entablature, the superstructure of moldings and bands which lies horizontally above the columns, resting on their capitals. Additionally, in each case the endmost triglyph, a frieze with three vertical grooves, is centered over the column rather than occupying the corner of the architrave, the lintel or beam that rests on the capitals of the columns. The architrave corner is un-ornamented.

The columns of this abandoned bath are also slightly less robust in their proportions than those of the common room. Below their caps, a convex astragal molding encircles the column like a ring, separating the individual components of the support. Crown moldings soften transitions between frieze and cornice and emphasize the upper edge of the abacus, which is the upper part of the capital.

The columns also have moldings at their bases and stand on raised on plinths. They are elegantly fluted.

The columns and triglyphs could are arranged equidistantly again and centered together.

Within the rubble that is strewn on the floor, the remnants of an elaborate mural can be discerned with difficulty.

The white-clothed pterran speaks to Arus in a slightly hushed tone,

"The servants of the Sleeping One have, indeed, anticipated my coming, much to our chagrin. My people are long allies of the Alliance, and had hoped to enter the newly-freed city without exciting the attention of these dreadful foes."

Arus, go ahead and make a memory check and whatever knowledge checks are applicable (memory check is roll under your Intelligence on a d20. Then I'll fill you in on the relevant lore of the connection between this tribe of pterrans and the Veiled Alliance of Tyr.

Warlawk
2019-03-23, 04:07 PM
https://farm8.staticflickr.com/7873/33169158558_dd98220dcd_t.jpg (https://flic.kr/p/Sx3Bf7)IV (https://www.myth-weavers.com/sheet.html#id=1835311)

IV carefully picks her way through the rubble stepping lightly to the side once she is in the room. Nodding to the Pterran with respect she takes a position with her back to the wall and a clear line of sight to both the pit in the middle of the room and the entrance. Nocking a quietly crackling arrow of energy she keeps her bow angled low yet ready to cover either place and settles in to listen.

Detect Hostile Intent (https://www.d20pfsrd.com/alternative-rule-systems/psionics-unleashed/psionic-powers/d/detect-hostile-intent/) has a duration of 10 Min/ level so it should still be in effect, Mindsight (http://dnd.arkalseif.info/feats/lords-of-madness--72/mindsight--1960/) will allow me to see anything with int 1+ and I ready an action to attack any hostile that enters the room.

Spiritus
2019-03-24, 02:39 AM
The dim confines of the desolate chamber reveal the shattered wreckage of what once, in a long ago age, must have been a truly resplendent caldarium.

Disheveled piles of rubble are strewn over the floor. In the middle of the chamber, a ragged pit gapes in the floor, revealing the remnants of an ingeniously-devised hypocaust which once heated the bath waters that covered the floor of the large room. The ceiling of the hypocaust was raised above the ground by pillars, called pilae stacks, which supported a layer of ceramic plates, followed by a layer of concrete, then the floor tiles of the rooms above, all of which is now combined in a variegated heap of rubble. Hot air and smoke from the furnace would circulate through this enclosed area and then up through clay or tile flues in the walls of the rooms above to outlets in the roof, thereby heating the floors and walls of the rooms above for the reclining visitors to the baths. These tile flues were referred to as caliducts.

Several of the columns that hold aloft the room of the large chamber have been pulverized by age and decay, their remnants now offering no support to the heavy roof which still overhangs the entire chamber, shielding it from the sight of the gibbering moon.

It is noticeable that the shattered columns of the abandoned baths are more highly ornamented than that of the parallel chamber on the other side of the Dragon's Tears. By contrast with the charnel-ridden common room which the party has recently evacuated, the pillars of this ruined bath are marked a considerable reduction in the respective height of their individual entablature, the superstructure of moldings and bands which lies horizontally above the columns, resting on their capitals. Additionally, in each case the endmost triglyph, a frieze with three vertical grooves, is centered over the column rather than occupying the corner of the architrave, the lintel or beam that rests on the capitals of the columns. The architrave corner is un-ornamented.

The columns of this abandoned bath are also slightly less robust in their proportions than those of the common room. Below their caps, a convex astragal molding encircles the column like a ring, separating the individual components of the support. Crown moldings soften transitions between frieze and cornice and emphasize the upper edge of the abacus, which is the upper part of the capital.

The columns also have moldings at their bases and stand on raised on plinths. They are elegantly fluted.

The columns and triglyphs could are arranged equidistantly again and centered together.

Within the rubble that is strewn on the floor, the remnants of an elaborate mural can be discerned with difficulty.

The white-clothed pterran speaks to Arus in a slightly hushed tone,

"The servants of the Sleeping One have, indeed, anticipated my coming, much to our chagrin. My people are long allies of the Alliance, and had hoped to enter the newly-freed city without exciting the attention of these dreadful foes."

Arus, go ahead and make a memory check and whatever knowledge checks are applicable (memory check is roll under your Intelligence on a d20. Then I'll fill you in on the relevant lore of the connection between this tribe of pterrans and the Veiled Alliance of Tyr.
Flavia
https://i.imgur.com/ieCyz9H.jpg

"Well, at least you have gained allies along with your foes attention!" Flavia exclaims. "IV and I were investigating rumors in the area anyway, and leaving the job half done doesn't sit well with me. Besides," she grins toothily, "It's been ages since I got to kill something new."

Marcarius5555
2019-03-25, 12:24 AM
Knowledge local (Arun grew in Tyr) (1d20+15)[21]

Memory (1d20+7)[17]

Knowledge religion if relevant (1d20+11)[30]

The half giant is unable to recall anything of use from his knowledge of local lore.

The Veiled Alliance of Tyr has a long-standing alliance of a slightly mysterious character with a mysterious tribe of pterrans who live far to the south, a group distinguished by vestigial wings from their more commonly encountered brethren in the Tablelands. These winged pterrans, known as the kamistala'i, originate in a land far to the south, beyond the desolate barrier wastes that gird the mid-hemisphere of Athas known as the Wheal of Pain or the Wheal of Woe. By some means, the biannual caravan of the kamistala'i arrives in Tyr unharmed, though other travelers of the Wheal of Pain commonly perish. During their tenure in the Free City of Tyr, the winged pterrans share knowledge of the ancient world with the Veiled Alliance, including ancient Druidic arts thought long passed from the knowledge of the mortal races, and which, it is rumored, have their distant origins in the Dawn Age, before the death of Athas' gods. In particular, they are said to have knowledge of the esoteric incantation by which a great champion of the druids might become and Elemental Lord.

In recent months, since the unexpected demise of King Kalak, the Veiled Alliance has been threatened by the rise of a long-suppressed cult which worships and ancient horror which slumbers fitfully far below the city, and which the power of the departed sorcerer-king and his Templars had long held in check. In light of this new threat, the kamistala'i were summoned early in the fall season by the current Speaker of the Veiled Alliance, one Ganab Karetim, who is the visible authority of the anonymous eighteen member Conventicle of Light which heads the secret society. Arus was present when Ganab dispatched the sealed tablet with the message to Cloudmaker, one of the Elemental Lords of the winged pterran.




The winged pterran venerate the Serpents of the Skies, a group of immortal Air Drakes who rule an invisible city in the Elemental Stronghold of Wind, also known as the Plane of Air, one of the inner planes. There is a Serpent Lord of each of the Four Winds.

Hackulator
2019-03-25, 02:59 AM
Arkas knows little of what is being discussed so he waits for the Pterran to get to his point, feeling it is better to stay silent and possibly be thought to be stupid than to open one's mouth and remove all doubt.

HumanTemplate
2019-03-25, 09:01 AM
Arus.

The ancient Airdrakes! "I have a certain knowledge of your traditions. I also follow the teachings of the elemental storm. The unforgiving haboob of the wasteland is in my soul.

Has it then come the time? Has the veiled alliance decided to explore the ancient guts of the city? I have been away since the message was sent. Learning how to be onr with the desert"


Arus descends from an air drake.

Marcarius5555
2019-03-25, 10:19 AM
The white-cloaked, winged pterran known as Cloudmaker raises a small object in her talons -- a curious object consisting of a dark stone carved in a grotesque theriomorphic shape.

This relief sculpture of a feline is carved from an irregular shard of volcanic rock. Though its shaping his highly stylized, the stone most likely depicts a jaguar or a puma, among the two largest predators of the northern Tablelands. In this representation, the feline lays back its ears and bares its claws as it seemingly jumps forward. Below the deep eye sockets is a mouth caught mid-snarl. The nose flares as the feline exposes its teeth and extends its ridged tongue.

During its creation, great lengths and efforts were directed into deeply gouging the eye sockets of the feline image.

The sockets begin to spew a pungent pink smoke, the aroma of which is somehow, illogically, at once sickeningly sweet and acridly sulfurous.

Cloudmaker's voice rolls out in a steady, commanding tone,

"This is an olefactorex, a relic of the most ancient world, the Dawn Age of the now-dead gods, and when men remembered with scents instead of letters. The olefactorex preserves, better than any written codex, the memories of this exceedingly distant time. Its aromas preserve the images of what has past, and call them to mind in those than imbibe the receptacle's mnemonic fumes. So breath deeply, children, and learn of ending of the Dawn Age...

As the mysterious fumes continue to be emitted by the small, carved stone, all assembled receive an unmistakable message from the distant past, truths communicated wordlessly to the mind of the receiver...

https://www.nationalgeographic.com/content/dam/archaeologyandhistory/rights-exempt/history-magazine/2018/07-08/jaguar/llp-mac-10531.adapt.1900.1.jpg



In the most distant of ages, when time was newly-formed and the gods were young, Temulea, the Grand Architect, King of the Gods, lay in a deep slumber and dreamed of the perfect being. He had grown weary of the towering godbeasts and simple scraps of life made by his children, and desired to look upon a people that would dance among the elements and weave the fabric of magic itself. They would be a shining symbol of Temulea’s divine will, a race of ethereal beings born of power to serve as the keepers of Athas.

Thus, when he awoke, Temulea gave life to the work of his dreams. And when he gazed upon the first mistji, their vibrant energy glittering across the planet like the facets of a jewel, it gave him joy that has never since been equaled. The first mistji had no bodies. They were beings of mind and life, and they manifested as they wished. Some released their energy in terrible ways, while others brought quiet tranquility to the world. They laughed with the beasts around them, taking delight in all the gods’ creations.

As days stretched into millennia, many other races were born unto Athas, but they were mere shadows of the elegance and power of the mistji. They saw mistji as gods and great spirits of nature, masters of the elements and magic. But the mistji’s age of power would not last forever.

The divine children of Temulea envied the mistji, for they could not match their father’s work. Out of jealousy, they captured a great mistji and held it within an artifact called the Daegir. They would use its power for their own creations, twisting the captured soul to their own ends, chief among these the sulwynarii.

Born from an act of defiance by the thirteen gods against their father, Temulea, the sulwynarii’s very existence sent the world into chaos. And though their creation cost the gods one of their own, no divine being, save Temulea himself, could bear to deny them life. For it is said that all the gods loved the sulwynarii at first sight, as they were fair to look upon, and their majesty promised many great and noble deeds to come.

When Temulea discovered his children’s betrayal, he raged across the heavens, striking at them with his might. To preserve it, the gods cast the Daegir to Athas, and when it touched the world, its power ripped through the essence of magic. The once-ethereal mistji were condemned to bodies of flesh, as a storm of making and unmaking changed the patterns of the world.

Thus with wisdom, power, and grace, the sulwynarii came forth unto Athas. A race of kings and queens, tall and fair, mighty and gentle. With the gifts of their divine parents, they forged a world of magic and splendor, and for many arcs their cities watched over Athas’ golden age.

Through their arcane lore and the power of the Daegir, sulwynarii tamed the wild winds of magic. They focused their own power through precious crystals they wore about their necks. Said to be the remnants of Athas' true core, drifted up through layers of rock and fire, these crystals focus vibrations of energy noticed by sulwynarii’s sharp ears.

When the Grand Architect Temulea discovered his children’s betrayal and the creation of the Daegir and the sulwynarii, he knew nothing but rage. After he slew Krüg, the other gods fled into the dark of the universe, and he fell into a dismal and restless slumber.

From his nightmares spilled forth the Void–a smoking abyss where his hatred gained flesh, and unholy legions of void spiders, xashuul, and other voidspawn served under the tyranny of coran’tul. The first denizens of the Void, they hoped to one day seize and corrupt Athas, to make it like themselves.

But as Temulea’s rage became tainted with despair and nihilism, he sought not only to punish his children for their transgressions, but to eradicate all they had created. Madness claimed him, and deep within the Void, new forces stirred. The xxyth came into being, a horde of walking nightmares from the only entity in the universe who had ever witnessed true nothingness. Temulea understood creation, and he made the xxyth as a tool to undo it, shaped out of anger and given thoughts that had never before been conceived of. They were cosmic entropy, illness, and pollution, an antithesis to all things. They knew the universe in small ways, but the universe lacked the capacity to know them. They wanted nothing, not even destruction–destruction was synonymous with existence to them, not an ephemeral desire.

The Time of Chaos had come to the world, and from Athas' oceans, the xxyth crawled forth to make war on the peoples of the Tablelands. The sulwynarii suffered the brunt of the attack, for Temulea despised the sulwynarii above all others. Of their great cities, Inil Halifal was the first to fall, but for several cycles there seemed no end to the carnage, and no stopping the xxyth’s relentless assault.

Even the mistji at last gathered to fight, but their magic backfired, destroying their homeland and removing them from battle.

In time, the xxyth converged upon Tyl Mylarra, the center of sulwynarii civilization. Outside the walls of Kelondaranith, the sulwynarii’s great army fought against the xxyth lord Te’thranishaak and his throng, but soon proved outmatched. Hours passed, bodies fell upon bodies, and fields were stained black and red.

The world’s last hope came in the form of the great arcanist Mystalithus, who arrived from the city with the Daegir around his neck. Assisted by the twin princes Shandaar and Darshanna, he cut a swathe through the xxyth and used the Daegir’s power to banish them back to the Void.

The xxyth were defeated, but sulwynarii civilization was all but destroyed, Mystalithus and Shandaar had given their lives, and the strain on the Daegir had shattered it into five fragments. And the sulwynarii knew that the xxyth could not be sealed away forever, believing they would one day return.




Cloudmaker continues speaking in her commanding cadence after this knowledge of the ancient ages of the Dawn Age has impressed themselves onto the minds of all assembled.

"It has been forgotten that, far below this city, one of the xxyth lords sleeps fitfully, its power long contained by the rule of Kalak. However, the sorcerer-king's recent demise has loosened the bonds upon the creature's rest, and it threatens to rise, threatening not only Tyr, but all of the Tablelands. Its minions have conspired with the slavers of the under-city to bring a new reign of terror upon the world. The Veiled Alliance of Tyr has long been an ally of my people, and we were summoned ahead of our yearly schedule to attend the Conventicle of Light, the eighteen member council which leads the society. However, I fear that our movements have become known to the enemy, as my communication with the Alliance safehouse to which I was destined has recently been cut off by unknown means, and I find myself in a strange city without allies but possessing many enemies. Surely, you can see by the present slaughter the danger these creatures pose to the safety of your home. Will you not join with us to rescue our friends among the Alliance, as well as free the city from the threat of this terrible power of the Dawn Age?"

Warlawk
2019-03-25, 02:54 PM
https://farm8.staticflickr.com/7873/33169158558_dd98220dcd_t.jpg (https://flic.kr/p/Sx3Bf7)IV (https://www.myth-weavers.com/sheet.html#id=1835311)
IV struggles against the instinct to hold her breath as the cloud fills the room. Pulling a deep breath of the thick fumes, she tries not to gag from the saccharine flavor while the acrid mist burns the back of her throat. Visions of majesty turn to horror leaving the diminutive woman trembling, a shaky breath turning to a groan as she crashes back to reality. Eyes wide and nearly gasping for breath, her first instinct is to simply shrug her shoulders and move on. Athas is a hard place. Tragedy and horror are nothing new here, should Tyr fall to monsters such as this it would simply be the most recent in a seemingly infinite archive of such atrocities.

Taking a deep, steadying breath IV reminds herself that eventually such a threat could bring peril to her family, wherever they are. Not wishing her current pain on anyone is one thing, but it is still difficult to summon thoughts and motivation for anything other than revenge, or if the fates are kind, providence that would reunite her with her family. Allowing a moment to catch her breath, she looks up to meet Flavia's eyes and nods slowly, deliberately. IV repeats the gesture to Couldmaker with a slightly deeper and more pronounced nod.

Marcarius5555
2019-03-27, 11:01 AM
https://farm8.staticflickr.com/7873/33169158558_dd98220dcd_t.jpg (https://flic.kr/p/Sx3Bf7)IV (https://www.myth-weavers.com/sheet.html#id=1835311)
IV struggles against the instinct to hold her breath as the cloud fills the room. Pulling a deep breath of the thick fumes, she tries not to gag from the saccharine flavor while the acrid mist burns the back of her throat. Visions of majesty turn to horror leaving the diminutive woman trembling, a shaky breath turning to a groan as she crashes back to reality. Eyes wide and nearly gasping for breath, her first instinct is to simply shrug her shoulders and move on. Athas is a hard place. Tragedy and horror are nothing new here, should Tyr fall to monsters such as this it would simply be the most recent in a seemingly infinite archive of such atrocities.

Taking a deep, steadying breath IV reminds herself that eventually such a threat could bring peril to her family, wherever they are. Not wishing her current pain on anyone is one thing, but it is still difficult to summon thoughts and motivation for anything other than revenge, or if the fates are kind, providence that would reunite her with her family. Allowing a moment to catch her breath, she looks up to meet Flavia's eyes and nods slowly, deliberately. IV repeats the gesture to Couldmaker with a slightly deeper and more pronounced nod.

https://i.pinimg.com/originals/87/32/e3/8732e3a2417f6bfb494ea4fc45f02056.jpg
https://i.pinimg.com/originals/6e/50/7b/6e507bfb219107d1a8106cf02826d35b.jpg
The pulverized granite till which coats the bottom of the gaping pit in the dilapidated room's center stirs unexpectedly to motion. Small rivulets of ground rock begin to stream into the crevasse from each of its ragged sides as the entire chamber suddenly trembles as if under the stress of a small earthquake. The columns which surround the pit, several of which are missing, also begin to move under the pressure of some new disturbance.

Suddenly, the bottom of the pit parts to reveal a new foe.

The immense creature is covered in a armored carapace composed of thick, densely-layered plates. Around the head and rear, this armor is a blue-brown color, while in-between the hue ranges from gray-blue to blue-green.

The areas around its eyes are slightly darker, with the eyes themselves being a sulfurous yellow color, with blue-green pupils. It has a radiating yellow pattern around its eyes, serving to break up the outline of the eyes to keep it camouflaged. The creature's eyes are also surrounded by a star-shaped arrangement of fleshy, filamentous "eyelashes".

The beast's armor is formed by plates of dermal bone covered in relatively small, overlapping epidermal scales, composed of bone with a covering of horn. It has rigid shields over the shoulders and hips, with a number of bands separated by flexible skin covering the back and flanks. Additional armor covers the top of the head, the upper parts of the limbs, and the tail.

The creature is characterized by a large, heavy head, and a long, thick shell with three dorsal ridges of large scales, giving it a primitive appearance reminiscent of some of the plated dinosaurs, most notably the ankylosaurus. On its armor, the beast possess three distinct rows of spikes and raised plates on the carapace.

Its head is bullet-shaped, similar to that of a lizard, and contains a massive mouth filled with multiple, imbricated rows of razor-sharp, cruelly-serrated fangs.

The beast's carapace is covered in some kind of luminescent algae.

In sum, the creature appears to be a bizarre cross between an armadillo and a snapping turtle.

Skyseer shouts in abject horror,

"The enemy has dispatched another of its hounds against us!"

Everyone roll Initiative please.

And just to clarify the dimension a bit -- the pillars are supposed to be about 5' across, and the whole room something like 100' across. The pit is about 60' x 30/40', and so is the monster which is Gargantuan in size. You're standing, alongside the two pterrans, at the side of the pit, on the northern face, so you're in range to hit it right now.

Initiative:

IV = 34
Arus Darii = 25
Monsters/Old Nan = 22
Uuguu = 20
Sky Seer and Cloudmaker = 13

Marcarius5555
2019-03-27, 04:28 PM
Initiative: [roll0]


Knowledges:

Nature[roll1]
Arcana[roll2]
Dungeonering[roll3]
Religion[roll4]

Arcana is the right knowledge check for this creature type, so I'm putting the reply in the next check.



The immense creature before Arus is a gohlbrorn, a monstrous beast of the deep earth which draws power from the Elemental Stronghold of Earth, a dimension also known as the Plane of Earth.

It is native to the deep places of Athas, and is cultivated as both a living war machine and a beast of burden by inhabitants of these subterranean abysses, known as the Hollows or the Worm Holds. The seemingly endless network of under earth tunnels are so-named because of they comprise a serpentine network of caverns under the Tablelands dug by immense cave worms.

Local legends of Tyr suggest that the gohlbrorn is employed by a tribe of white gnomes who survived the Cleansing Wars and that trade with the Slave Lords and other powers of Under Tyr which connect with the Hollows.

Many of the gohlbrorn, as well as other white gnome war beasts, are also polluted by parasites of the deep earth, an infection known as worm rot or grouting.

Functionally, the gohlbrorn are a gigantic bulette with some additional elemental abilities. They are like the lambent monstrosities from Gears of War, if you're familiar with that lore.

Amphisbaena Gohlbrorn
N Gargantuan magical beast (earth, elemental, abberation)
Lore Check: Know (Arcana) (Basic: DC 17; Full: DC 35)
Init: +19
Ambush Chance: 9+ on d20 (req's 1 minute prep)
Senses: Standard Senses, Darkvision 60 ft., Tremorsense 60 ft. Perception +20
Passive Perception: 27 (Spot: +17, req's move action)

DEFENSE
AC: 29 Touch: 18 Flat-Footed: 22
Maneuver Defense (MD): 31
Wounds 48 Vigor 360
Fort: +15 Refl: +8 Will: +12

OFFENSE
Movement Types: Walk 40 ft., Burrowing 40 ft., Earth Glide 40 ft., Vaulting 40 ft.
Space / Reach: 15 ft. / 10 ft.
Standard Attack:
1x Savage Bite +16 (3d10+25/x2) as gnashing (physical, uncommon); plus Bruised
1x Nine-Inch Nails +16 (3d6+10/x2) as slashing (physical, common); plus Bruised
Full Attack:
2x Savage Bite +16 (3d10+25/x2) as gnashing (physical, uncommon); plus Bruised
4x Nine-Inch Nails +16 (3d6+10/x2) as slashing (physical, common); plus Bruised
Standard Ranged:
Maneuver Offense: +14
Siege Damage: Not siege capable
Spell-Like Abilities (CL 16th; concentration +16)
At will—stone shape
5/day—transmute mud to rock (DC 15)

STATISTICS
Str: 34 Dex: 18 Con: 24 Int: 12 Wis: 13 Cha: 11
Base Atk +16; CMB +30 (+34 bull rush or overrun, +32 sunder); CMD 41 (43 vs. bull rush, overrun, or sunder)
Feats Awesome Blow, Cleave M, Combat Reflexes, Greater Bull Rush, Greater Overrun, Mobility, Improved Bull Rush B, Improved Critical (slam) M, Improved Overrun, Improved Sunder, Power Attack M
Skills Acrobatics +9 (+17 jumping), Appraise +20, Climb +31, Knowledge (dungeoneering) +20, Knowledge (planes) +20, Perception +20, Sense Motive +20, Stealth +10; Racial Modifiers +4 on Acrobatics checks made to jump
Languages Terran, Gnome

SPECIAL ABILITIES
Earth Mastery (Ex) A golhbrorn gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the golhbrorn takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the golhbrorn is initiating or resisting these kinds of attacks.

Stun (Ex) If a golhbrorn strikes an opponent with two slams in 1 round, that creature must succeed at a DC 30 Fortitude save or be stunned for 1d6 rounds. The save DC is Strength-based.

Trap Weapon (Ex) A golhbrorn’s body traps manufactured weapons that damage it. A manufactured weapon that deals hit point damage to the elemental (after subtracting its DR) is stuck fast unless the wielder succeeds at a DC 30 Reflex save. A creature can spend a standard action to attempt a DC 30 Strength check to remove a stuck weapon.

Weapons that deal only bludgeoning damage are immune to this ability. The golhbrorn can release any number of stuck weapons as a free action. The save DC is Strength-based.

Breaching (Ex) As a full attack action, the golhbrorn may use its unholy strength to either spring into the air or plunge through the ground and move a number of squares equal to its move rating. This movement does not provoke attacks of opportunity, and must end in any unblocked space that the golhbrorn can fit into without squeezing. At the end of this movement, the golhbrorn can make a claw attack against every foe in its reach.

If any creatures are in the golhbrorns space when it breaches, these creatures are subject to the golhbrorns claw attacks, and are also moved (via forced movement) to an unblocked, unoccupied space adjacent to the golhbrorn (golhbrorn's choice).

Nine-Inch Nails +16 (3d6+10/x2) as slashing (physical, common) damage, plus Bruised, versus all enemies in reach

Resurgence (Ex) The first time in combat that the golhbrorn is reduced to zero or fewer hit points, it is not killed. Instead, it burrows beneath the surface and vanishes, as a triggered free action. Combat progresses normally until the golhbrorn's next turn, when at its normal initiative count, the golhbrorn bursts to the surface again, anywhere within 40 feet of its last position. At this point, the golhbrorn is reset to half its original hit point total (240 hit points) and any status conditions it was suffering are cleared.

Any enemy figure whose space is completely or partially inside the golhbrorn's space when it re-emerges is violently tossed aside by this resurgence. Allied creatures are simply moved aside with no other ill effects. The golhbrorn may move any and all creatures affected by resurgence to any legal square adjacent to its space. This is considered forced movement and does not provoke. All enemy creatures moved in this way must also make a Reflex save versus a DC of 22. If they fail this save, they are rendered prone adjacent to the golhbrorn and take 2d8+9 of damage. If they save, they are not prone and take half damage.

Bursting to the surface after Resurgence is a free action for the golhbrorn, and it may attack normally afterwards.

Mine! (Ex) If a creature attacks one of the golhbrorn's golhbrorn pups while within the threatened area of the golhbrorn, the golhbrorn may make an attack of opportunity against that creature prior to its attack against the pup.

Golhbrorn don't particularly care about their pups in a traditional parental sense, but they feel strongly that no one else should be allowed to beat up on them. They're their pups!

Crushing Leap (Ex) A jumping golhbrorn can land on its foes as a standard action, using its whole body to crush as many Medium or smaller creatures as will fit in its space. Creatures in the affected area must succeed on a DC 21 Reflex save or be pinned, automatically taking 4d6+18 points of bludgeoning damage during the next round unless the golhbrorn moves off them. If the golhbrornchooses to maintain the pin, it must succeed at a combat maneuver check as normal. Pinned foes take damage from the crushing leap each round if they don’t escape. The save DC is Constitution-based.

Leap (Ex) A golhbrorn can perform a special kind of pounce attack by jumping into combat. When a golhbrorncharges, it can make a DC 20 Acrobatics check to jump into the air and land next to its enemies. If it makes the Acrobatics check, it can follow up with four claw attacks against foes in reach, but cannot make a bite attack.

Savage Bite (Ex) A golhbrorn’s bite is particularly dangerous. It applies 1-1/2 times its Strength modifier to damage inflicted with its bite attack, and threatens a critical hit on a 19–20.

Sorcerous Plate (Su) A golhbrorn gains spell resistance, and whenever a ray or ranged touch attack fails to penetrate its spell resistance there is a 50% chance that the effect is deflected to strike a random creature within 30 feet, affecting that creature as if it were the original target.

All-Around Vision (Ex) An golhbrorn sees in all directions at once. It cannot be flanked.

Split (Ex) Each of the golhbrorn's heads functions independently of the other. A golhbrorn that is cut in half by 10 or more points of slashing damage from a single attack for a Tiny creature, 20 or more points of damage for a Small or Medium creature, 30 or more points of damage for a Large creature, 40 or more points of damage for a Huge creature, 50 or more points of damage for a Gargantuan creature, and 60 or more points of damage for a Colossal creature continues to function normally (each with half its current hit points) and reattaches its body together in 1d2 days. An golhbrorn that has been split cannot be split again until it reattaches.

Parasitic Bond (Su) Once per day with a successful thorn throw attack (see below), the golhbrorn can transform the thorns into a single burrowing, wriggling maggot that infests and infuses the target with a short-term curse from within unless the target succeeds at a Fortitude save. This parasite creates an unholy link to the target, binding it to the golhbrorn . This binding persists for 5 rounds, during which half of any hit point damage taken by the golhbrorn is dealt to the linked target instead. The type of damage remains consistent with the damage dealt to the golhbrorn . Only one parasitic bond can be maintained with one creature at a time. This bond is a curse and a disease effect.

Thorn Throw (Ex) A golhbrorn can shoot a fistful of needle-sharp thorns at a single target within 20 feet as a standard action. The thorn attack deals an amount of damage equal to a sting natural attack, with damage based on the golhbrorn’s size (1d4 for a Medium fey), except the attack is resolved as a thrown ranged attack instead of a melee attack. Thorn throw is always a primary attack.

Amphisbaena Creature (CR +2)[3pp]

An amphisbaena is a creature with a head on each end. More specifically, an amphisbaena consists of two sets of forequarters of a creature conjoined in the middle. Each head of the creature is independent, but they share a close bond that enables them to coordinate attacks and movement.

Bipedal amphisbaena creatures have two sets of arms. One set of arms is used for attacking and manipulating, while the other set is used for locomotion. Which set of arms is used for which purpose doesn’t matter to a humanoid amphisbaena; they can easily switch positions.
Creating an Amphisbaena Creature

“Amphisbaena Creature” is an inherited template that can be applied to any creature with a definite head (referred to as the “base creature”). It retains all the special abilities of the base creature, except as noted here.

CR: Same as the base creature +2.

Type: Animals and vermin become magical beasts, and humanoids become monstrous humanoids, but otherwise the type remains unchanged. The amphisbaena gains the augmented subtype if its type changes. Do not recalculate the creature’s base attack bonus, saves, or skill points.

Hit Dice: Same as base creature +3. Animals and vermin that become magical beasts change their HD type to d10s.

Defensive Abilities: An amphisbaena gains cold resistance 10 and the following defensive abilities:
All-Around Vision (Ex)

An amphisbaena sees in all directions at once. It cannot be flanked.
Split (Ex)

Each of the amphisbaena’s heads functions independently of the other. An amphisbaena that is cut in half by 10 or more points of slashing damage from a single attack for a Tiny creature, 20 or more points of damage for a Small or Medium creature, 30 or more points of damage for a Large creature, 40 or more points of damage for a Huge creature, 50 or more points of damage for a Gargantuan creature, and 60 or more points of damage for a Colossal creature continues to function normally (each with half its current hit points) and reattaches its body together in 1d2 days. An amphisbaena that has been split cannot be split again until it reattaches.

Attacks: An amphisbaena retains all the attacks of the base creature, except those which originate from the hind quarters. Each head, however, can make use of any attack that originates from the forequarters. Although a bipedal amphisbaena has two sets of arms, it can only attack with one set; the other set are used for balance and movement.

Special Attacks: An amphisbaena retains all the special attacks of the base creature, except those which originate from the hind quarters. Each head, however, can make use of any attack that originates from the forequarters. For example, an amphisbaena red dragon gains an additional breath weapon and bite attack (for the other head), but loses its tail slap. Increase the save DCs of any special attacks due to the base creature’s increased HD and increased ability scores.

Abilities: Str +4, Dex –2, Con +2.

Feats: An amphisbaena gains additional feats as normal from the increase in HD when applying this template.

Skills: An amphisbaena gains additional skill points from the increase in HD when applying this template. Amphisbaena have a +4 racial bonus on Perception skill checks.

Answering with the highest check above.

The beasts are venerated by the twisted svirneblin of the Hollows as gifts of the Earth Mother, seen as lesser manifestations of Athas feminine soul in comparison to the Great Wyrms of the Hollow.
Same as first, the gohlbrorn are both magical beasts, elemental, and aberrations, so this doesn't apply really.

Warlawk
2019-03-27, 05:10 PM
https://farm8.staticflickr.com/7873/33169158558_dd98220dcd_t.jpg (https://flic.kr/p/Sx3Bf7)IV (https://www.myth-weavers.com/sheet.html#id=1835311)

By reflex IV lurches backward away from the abomination rising from the depths, her shoulders bang against the pillar she was bracing against. She snaps a quick shot from her bow and resets her feet into a more stable shooting stance and takes aim at the head of the heavily armored monstrosity.


Readied attack: [roll0] to hit, [roll1] +2 Fire damage and Faerie Fire from Solar Wind Style (https://www.d20pfsrd.com/alternative-rule-systems/path-of-war/feats/solar-wind-style-combat-style/).
If the visions disrupted my readied attack action, simply disregard.

Initiative: [roll2]

greenpotato
2019-03-28, 12:55 AM
What have I stumbled into? Uguu thinks to herself with eyes wide.

[roll0] initiative

Marcarius5555
2019-03-28, 01:53 AM
Everyone can go ahead and post their first round actions as well; I'm going to adjudicate them in a group, with those going before and after the monster.'

Also, does anyone have the ability to see Invisible creatures? If so, let me know...

HumanTemplate
2019-03-28, 03:09 AM
Arus is taken is surprised by the size of the beast. He recognizes it. Viscious hunters of the underground, but alive and subject to some of his spells. He needs to buy some time.

He steps back acrobatically and then calls on the sand and debris of the desert and the wasteland to engulf the creature.

Free action: activate electric aura,
Swift action: Pearl of black doubt
Move action: Step back half his speed (30') with acrobatics to avois AoO[roll0].
Standard actionThen using an action point to cast an Sculpted Fell Drain Haboob (I can sculpt it for free but I use the action point to add the fell drain and cast it as a standard action). Making it four 10' cubes. one floating on each of the monster's head and the other two as a shield between Arus and the monster, Arus is in the middle of the last Cube, engulfing him. He is not affected as he is immune to cloud spells and effects.

Haboob does not allow spell resistance. Damage [roll1] and 1 negative level Reflex halfs DC 24, in any case anyone affected or crossing through the haboob takes damage and 1 negative levels. Duration: 9 minutes (CL for Haboob is 9)

Arus has blind sense 20'



As I told you, I'm migrating his sheet to a PF, which makes it easier to follow the skillpoints and al the CMB etc

Arus Darii (www.myth-weavers.com/sheet.html#id=1867068)
Thunder-Child Advanced Human Sandphoenix
HP 48 / 48 Speed60 ft Init 14
AC 33 Fort 14 Ref 22 Will 14
CMB +16 BAB 5
Glaive +13 (1d8, x3)
Rays +15 (depends, x2)
Str 24 (7) Dex 26 (8) Con 24 (7) Wis 23 (6) Int 30 (10) Cha 17 (3)

Marcarius5555
2019-03-28, 03:24 AM
Arus is taken is surprised by the size of the beast. He recognizes it. Viscious hunters of the underground, but alive and subject to some of his spells. He needs to buy some time.

He steps back acrobatically and then calls on the sand and debris of the desert and the wasteland to engulf the creature.

Free action: activate electric aura,
Swift action: Pearl of black doubt
Move action: Step back half his speed (30') with acrobatics to avois AoO[roll0].
Standard actionThen using an action point to cast an Sculpted Fell Drain Haboob (I can sculpt it for free but I use the action point to add the fell drain and cast it as a standard action). Making it four 10' cubes. one floating on each of the monster's head and the other two as a shield between Arus and the monster, Arus is in the middle of the last Cube, engulfing him. He is not affected as he is immune to cloud spells and effects.

Haboob does not allow spell resistance. Damage [roll1] and 1 negative level Reflex halfs DC 24, in any case anyone affected or crossing through the haboob takes damage and 1 negative levels. Duration: 9 minutes (CL for Haboob is 9)

Arus has blind sense 20'



As I told you, I'm migrating his sheet t a PF, which makes it easier to follow the skillpoints and al the CMB etc


Thunder-Child Advanced Human Sandphoenix
HP 48 / 48 Speed ft Init 14
AC 33 Fort 14 Ref 22 Will 14
CMB +16 BAB 5
Glaive +13 (1d8, x3)
Rays +15 (depends, x2)
Str 24 (7) Dex 26 (8) Con 24 (7) Wis 23 (6) Int 30 (10) Cha 17 (3)



There is a small figure with the profile of a gnome standing to the side of the creature.

HumanTemplate
2019-03-28, 03:26 AM
If i can sense it (not see it), before casting I chose to have one of the 10' affect the creature too

Warlawk
2019-03-28, 08:37 AM
https://farm8.staticflickr.com/7873/33169158558_dd98220dcd_t.jpg (https://flic.kr/p/Sx3Bf7)IV Version 2.0 (http://www.myth-weavers.com/sheet.html#id=1835311)
F N Human - Advanced Template UC Monk (Sohei) 6 // Soulbolt 2, Stalker 3, Shiba Protector 1, Level 6, Init 21, HP 46/82/46/112, Speed 30' (*40')
AC 40, Touch 38, Flat-footed 32, CMD 49, Fort 16, Ref 24, Will 22, CMB +11, Base Attack Bonus 6
Stance Elven (Orcish) Hornbow +29/24 (2d6+33(+2 Fire), 19+X3)
Stance, RS, MS, DA, Flurry Elven (Orcish) Hornbow +25/25/25/25/20 (2d6+37(+2 Fire), )
(+6 Dex, +2 Deflect, +20 Misc)
Abilities Str 20, Dex 23, Con 27, Int 22, Wis 31, Cha 16
Condition Haste 10 rounds +1 Hit and Ref, +30' movement, extra attack on full attack


IV narrows her eyes in concentration, feeling the moment stretch as her perceptions become one with moment. Threading arrows between the forms of her compatriots as they move to engage leaves a faint scent of ozone on the air as the missiles seek Home.


Mindsight 200' as well as Detect hostile intent should allow me to know that there is a hostile target in a specific square though not allow me to see it per se so 50% miss chance would apply.
Active Time Skitter martial power as a swift action: Haste on self only for 10 rounds.
Full attack: If I am aware of the invisible target I will attack that, if not then the monstrosity. On hit triggers Faerie Fire (https://www.d20pfsrd.com/magic/all-spells/f/faerie-fire/) so the invisible target would not benefit from concealment after being hit once. I included the miss chance for simplicity, if you prefer to roll it yourself simply disregard mine and do so.
Haste Attack Roll: [roll0] to hit, [roll1] +2 Fire damage and Faerie Fire. Miss Chance: [roll2], 1-50 misses 51-100 hits.
Multishot uses the above attack roll, [roll3] +2 Fire damage and Faerie Fire. Miss Chance: [roll4], 1-50 misses 51-100 hits.
Rapid Shot Attack Roll: [roll5] to hit, [roll6] +2 Fire damage and Faerie Fire. Miss Chance: [roll7], 1-50 misses 51-100 hits.
Flurry of Blows Attack Roll: [roll8] to hit, [roll9] +2 Fire damage and Faerie Fire. Miss Chance: [roll10], 1-50 misses 51-100 hits.
Primary Attack Roll: [roll11] to hit, [roll12] +2 Fire damage and Faerie Fire. Miss Chance: [roll13], 1-50 misses 51-100 hits.
First iterative (-5) Attack Roll: [roll14] to hit, [roll15] +2 Fire damage and Faerie Fire. Miss Chance: [roll16], 1-50 misses 51-100 hits.
EDIT: Also have Clustered shots feat, so any DR only applies once to the damage total for all shots combined.

Ancient
2019-03-28, 09:48 AM
Davin/"Old Nan" (https://www.myth-weavers.com/sheet.html#id=1806242)

http://i65.tinypic.com/10seikp.jpg

The reverie of the olefatrix consumes Davin as she relives tales mortal beings few know.
What have I gotten into? She thinks to herself.
Suddenly, the reptillian horror fills her vision.
Oh, that.
I am thinking today I should have stayed in bed.

She assumes a defensive stance.

Initiative [roll0]


Davin/"Old Nan" (http://www.myth-weavers.com/sheet.html#id=1806242)
Athasian Human Stalker (Vigilante)/Psion (Egoist) 6 CG
Wounds/Vitality 30 / 86 Speed 30ft / 60ft Init +13
Power Point Reserve 53/
AC 25 / 26Fort 6 Ref 18 / (19) Will 11
CMB +6 BAB +4
Unarmed Strike +12 / +13 (1d8+7, x2)
Dagger +11 / +12(1d4+7, 19-20/x2)
Str 11 (0) Dex 20 (5) Con 15 (2) Wis 18 (4) Int 23 (6) Cha 16 (3)
Active Style Snake
Active Stance Internal Dominion of the Sleeping Goddess
Active Buffs Everyman (6hour duration), Physical Acceleration (+1 to hit and a +1 dodge bonus to AC and Reflex saves, +30ft spd, extra atk on full atk.)

greenpotato
2019-03-28, 06:57 PM
Uguu draws seven daggers and they begin to telekenetically hover in between her and the monster.

Move Action: Position 40ft away from monster
Standard Action: begin levitating daggers. Move them to within 25ft of monster

Marcarius5555
2019-03-28, 07:05 PM
Monster Initiative [roll0]

Marcarius5555
2019-03-28, 10:52 PM
https://farm8.staticflickr.com/7873/33169158558_dd98220dcd_t.jpg (https://flic.kr/p/Sx3Bf7)IV Version 2.0 (http://www.myth-weavers.com/sheet.html#id=1835311)
F N Human - Advanced Template UC Monk (Sohei) 6 // Soulbolt 2, Stalker 3, Shiba Protector 1, Level 6, Init 21, HP 46/82/46/112, Speed 30' (*40')
AC 40, Touch 38, Flat-footed 32, CMD 49, Fort 16, Ref 24, Will 22, CMB +11, Base Attack Bonus 6
Stance Elven (Orcish) Hornbow +29/24 (2d6+33(+2 Fire), 19+X3)
Stance, RS, MS, DA, Flurry Elven (Orcish) Hornbow +25/25/25/25/20 (2d6+37(+2 Fire), )
(+6 Dex, +2 Deflect, +20 Misc)
Abilities Str 20, Dex 23, Con 27, Int 22, Wis 31, Cha 16
Condition Haste 10 rounds +1 Hit and Ref, +30' movement, extra attack on full attack


IV narrows her eyes in concentration, feeling the moment stretch as her perceptions become one with moment. Threading arrows between the forms of her compatriots as they move to engage leaves a faint scent of ozone on the air as the missiles seek Home.


Mindsight 200' as well as Detect hostile intent should allow me to know that there is a hostile target in a specific square though not allow me to see it per se so 50% miss chance would apply.
Active Time Skitter martial power as a swift action: Haste on self only for 10 rounds.
Full attack: If I am aware of the invisible target I will attack that, if not then the monstrosity. On hit triggers Faerie Fire (https://www.d20pfsrd.com/magic/all-spells/f/faerie-fire/) so the invisible target would not benefit from concealment after being hit once. I included the miss chance for simplicity, if you prefer to roll it yourself simply disregard mine and do so.
Haste Attack Roll: [roll0] to hit, [roll1] +2 Fire damage and Faerie Fire. Miss Chance: [roll2], 1-50 misses 51-100 hits.
Multishot uses the above attack roll, [roll3] +2 Fire damage and Faerie Fire. Miss Chance: [roll4], 1-50 misses 51-100 hits.
Rapid Shot Attack Roll: [roll5] to hit, [roll6] +2 Fire damage and Faerie Fire. Miss Chance: [roll7], 1-50 misses 51-100 hits.
Flurry of Blows Attack Roll: [roll8] to hit, [roll9] +2 Fire damage and Faerie Fire. Miss Chance: [roll10], 1-50 misses 51-100 hits.
Primary Attack Roll: [roll11] to hit, [roll12] +2 Fire damage and Faerie Fire. Miss Chance: [roll13], 1-50 misses 51-100 hits.
First iterative (-5) Attack Roll: [roll14] to hit, [roll15] +2 Fire damage and Faerie Fire. Miss Chance: [roll16], 1-50 misses 51-100 hits.
EDIT: Also have Clustered shots feat, so any DR only applies once to the damage total for all shots combined.

I apologize for my own limitations here, but I'm having a bit of difficulty calculating your damage between all the other effects -- is there any chance could you give me the lump sum please?



White Gnome Ghastcaller

N small humanoid (gnome)
Init +2; Sense darkvision 120 ft., low-light vision; Perception +12

DEFENSE

AC 29, touch 15, flat-footed 24 (+2 armor, +1 deflection, +4
Wounds 80; Vigor 160
Fort +12, Ref +6, Will +7
Defensive Abilities improved rock catching

OFFENSE

Speed 40 ft.
Melee pickaxe +16/+11 (2d8+12) or 2 slams +16 (1d8+8)
Ranged rock +11/+6 (1d8+12)
Space 10 ft.; Reach 10 ft.

STATISTICS

Str 27, Dex 15, Con 19, Int 10, Wis 12, Cha 10
Base Atk +9; CMB +18; CMD 30
Feats Iron Will, Martial Weapon Proficiency (pickaxe), Point Blank Shot, Power Attack, Precise Shot, Quick Draw, Toughness
Skills Craft (alchemy) +6, Climb +12, Heal +4, Intimidate +12, Knowledge (dungeoneering) +4, Perception +12, Stealth +12 (+14 underground, +12 in rocky terrain), Survival +4 (+5 tracking); Racial Modifiers +2 Craft (alchemy), +2 Perception, +2 Stealth (+4 Stealth underground), +8 Stealth in rocky terrain
Languages Common, Gnome, Terran, Undercommon

SPECIAL ABILITIES

Destructive Harmonics (Su) A ghastcaller can project a blast of sonic energy in a cone up to 80 feet long or in a 30-foot radius burst centered on itself as a standard action. It can adjust the harmonics of its sonic cry to generate one of two different effects on targets within the area of effect, but can only create one of these effects with each use of this ability. The save DCs are Constitution-based.

Destruction: All creatures within the area of effect of the destructive harmonics take 8d6 points of sonic damage—a DC 19 Reflex save halves this damage. If the ghastcaller wishes, this damage can instead deal nonlethal damage rather than sonic damage. Alternatively, the ghastcaller can target a single crystal, metal, stone, or wooden object within 80 feet with this attack—that object takes 8d6 points of damage. This damage is not halved when applied to the object’s hit points, but is reduced by the object’s hardness. A magical or attended object can attempt a DC 19 Reflex save to halve the damage.

Pain: Rather than deal damage, the ghastcaller can cause intense pain and overwhelming sound to affect all creatures within the area. Targets in the area must succeed on a DC 19 Fortitude save to avoid being stunned for 1 round and deafened for 1d6 rounds.

Explosion (Ex) As a standard action, a ghastcaller can fire its sonic lance at the ground, a large rock, a stone wall, or a similar nonmagical object within 60 feet to create an explosion. This attack deals 2d6 points of piercing damage to all within 10 feet of the effect’s center.

Sonic Lance (Ex) Once per round, a ghastcaller can focus sonic energy in a 60-foot ray that deals 8d6 sonic damage to one target.

Harmonic Weapon (Su) his bonded weapon vibrates and hums with harmonic resonance. If the ghastcaler makes a successful attack while a performance is in effect, he deals an additional 1d6 points of sonic damage.

Mass Harmonics (Su): A ghastcaller can grant his harmonic weapon ability to all allies within 10 feet of him, as a swift action. Allies deal an additional 1d10 points of sonic damage if they make a successful attack with their weapons.

Wail (Su) Once per minute, a ghastcaller may wail as a full-round action. The wail lasts until the beginning of her next turn. All creatures within 40 feet of the ghastcaller when she begins her wail, as well as all creatures that end their turn within that radius, must make a DC 23 Fortitude save. (This save is only required once per wail.) Creatures under the effects of a fear effect take a –4 penalty on this save. Creatures that make their save are sickened for 1d6 rounds. Those that fail take 140 points of damage (as if affected by a CL 14 wail of the banshee). If a wailing ghastcaller is damaged during a wail, she must make a Will save (DC 15 + damage taken) to maintain the wail; otherwise it ends. This is a sonic death effect. ghastcaller wails are supernaturally powerful, and penetrate the effect of any spell of 3rd level or lower that creates silence. The save DC is Charisma-based.

The air on the far side of the rift disgorges a small figure, seemingly having materialized out of the chill night breeze. Its diminutive corpse is encased in a suit of elaborate exoskeleton, but the small, pale humanoid within is just visible.

Concurrent with its fall, the tiny humanoid with the strange exoskeletal vestiture drops a heavy tablet, whose weight cracks one of the floor tiles as it hits what was once the colorful pavement which ornamented the room's large bathing pool.

Marcarius5555
2019-03-29, 11:29 AM
Arus is taken is surprised by the size of the beast. He recognizes it. Viscious hunters of the underground, but alive and subject to some of his spells. He needs to buy some time.

He steps back acrobatically and then calls on the sand and debris of the desert and the wasteland to engulf the creature.

Free action: activate electric aura,
Swift action: Pearl of black doubt
Move action: Step back half his speed (30') with acrobatics to avois AoO[roll0].
Standard actionThen using an action point to cast an Sculpted Fell Drain Haboob (I can sculpt it for free but I use the action point to add the fell drain and cast it as a standard action). Making it four 10' cubes. one floating on each of the monster's head and the other two as a shield between Arus and the monster, Arus is in the middle of the last Cube, engulfing him. He is not affected as he is immune to cloud spells and effects.

Haboob does not allow spell resistance. Damage [roll1] and 1 negative level Reflex halfs DC 24, in any case anyone affected or crossing through the haboob takes damage and 1 negative levels. Duration: 9 minutes (CL for Haboob is 9)

Arus has blind sense 20'



As I told you, I'm migrating his sheet to a PF, which makes it easier to follow the skillpoints and al the CMB etc

Arus Darii (www.myth-weavers.com/sheet.html#id=1867068)
Thunder-Child Advanced Human Sandphoenix
HP 48 / 48 Speed60 ft Init 14
AC 33 Fort 14 Ref 22 Will 14
CMB +16 BAB 5
Glaive +13 (1d8, x3)
Rays +15 (depends, x2)
Str 24 (7) Dex 26 (8) Con 24 (7) Wis 23 (6) Int 30 (10) Cha 17 (3)


Gohlbrorn save.
[roll0] +25 = 24. He saves for 1/2 damage (I read that right?). He's built on a CR 14 chassis, so I'll adjust for negative levels by moving his base stats down to those for a CR 13 creature. As far as I can tell, its Earth Mastery feature effectively cancels the effect on his offense stats, but he'll still loose Vigor/Wound points.

Going to try to bite IV 2 times in revenge for killing its handler... And, it doesn't hit.

HumanTemplate
2019-03-29, 04:25 PM
You read it right. However, if the creature chose to remain there, as it has done, it takes full damage next round and another negative level.

Ancient
2019-03-31, 11:03 PM
Davin/"Old Nan" (https://www.myth-weavers.com/sheet.html#id=1806242)

http://i65.tinypic.com/10seikp.jpg

Old Nan's characteristic blades appear in her hands as she tumbles gracefully into a flanking position against the beast as it attempts to strike IV. She makes a curious strike at the beast's eyes.


Acrobatics to get into position: [roll0]
Stabbing the baddie with Steel Serpent's Sight Piercing Fang Maneuver
To Hit: [roll1]
To Damage: [roll2] Bonus Damage from Maneuver: [roll3]
Sneak Attack Damage (if applicable, dunno if it can be flanked with two heads): [roll4]
If Attack Hits, Reflex Save (DC21) or be BLINDED, should effect whole beast, but maybe only one head?



Davin/"Old Nan" (http://www.myth-weavers.com/sheet.html#id=1806242)
Athasian Human Stalker (Vigilante)/Psion (Egoist) 6 CG
Wounds/Vitality 30 / 86 Speed 30ft / 60ft Init +13
Power Point Reserve 53/
AC 25 / 26Fort 6 Ref 18 / (19) Will 11
CMB +6 BAB +4
Unarmed Strike +12 / +13 (1d8+7, x2)
Dagger +11 / +12(1d4+7, 19-20/x2)
Str 11 (0) Dex 20 (5) Con 15 (2) Wis 18 (4) Int 23 (6) Cha 16 (3)
Active Style Snake
Active Stance Internal Dominion of the Sleeping Goddess
Active Buffs Everyman (6hour duration), Physical Acceleration (+1 to hit and a +1 dodge bonus to AC and Reflex saves, +30ft spd, extra atk on full atk.)

Marcarius5555
2019-04-01, 12:28 AM
Davin/"Old Nan" (https://www.myth-weavers.com/sheet.html#id=1806242)

http://i65.tinypic.com/10seikp.jpg

Old Nan's characteristic blades appear in her hands as she tumbles gracefully into a flanking position against the beast as it attempts to strike IV. She makes a curious strike at the beast's eyes.


Acrobatics to get into position: [roll0]
Stabbing the baddie with Steel Serpent's Sight Piercing Fang Maneuver
To Hit: [roll1]
To Damage: [roll2] Bonus Damage from Maneuver: [roll3]
Sneak Attack Damage (if applicable, dunno if it can be flanked with two heads): [roll4]
If Attack Hits, Reflex Save (DC21) or be BLINDED, should effect whole beast, but maybe only one head?



Davin/"Old Nan" (http://www.myth-weavers.com/sheet.html#id=1806242)
Athasian Human Stalker (Vigilante)/Psion (Egoist) 6 CG
Wounds/Vitality 30 / 86 Speed 30ft / 60ft Init +13
Power Point Reserve 53/
AC 25 / 26Fort 6 Ref 18 / (19) Will 11
CMB +6 BAB +4
Unarmed Strike +12 / +13 (1d8+7, x2)
Dagger +11 / +12(1d4+7, 19-20/x2)
Str 11 (0) Dex 20 (5) Con 15 (2) Wis 18 (4) Int 23 (6) Cha 16 (3)
Active Style Snake
Active Stance Internal Dominion of the Sleeping Goddess
Active Buffs Everyman (6hour duration), Physical Acceleration (+1 to hit and a +1 dodge bonus to AC and Reflex saves, +30ft spd, extra atk on full atk.)


That doesn't hit, it's AC is 29.

The immense beast moves with surprising agility for its size as it deftly evades Old Nan's assault.

Marcarius5555
2019-04-01, 12:30 AM
You read it right. However, if the creature chose to remain there, as it has done, it takes full damage next round and another negative level.


It moved out of the pit to attack IV. Does this effect move with it?

Marcarius5555
2019-04-01, 02:22 AM
The Kherrevim-HaShommrim, rendered in the Trade Tongue as 'Graven Wardens', has long enjoyed a station as one of the distinctive institutions native to the city-state of Tyr. A society that has grown to fulfill the duties both of undertakers and archaeologists, the Grave Wardens are both responsible for the disposition of graves and remains, as well as the study of the previous ages of the vast metropolis. It is said that the antiquarian interests of the society grew from the originally amateur excavations undertaken to create burial mounds for the city's dead.

Local tradition has it that the first such discovery, preserved for the benefit of posterity records known as the Tablet of the Shadows and Valleys and the Tablet of the Deep and Deeper Places, attributes the society's historical interest to the fortuitous discovery of the coroner Abiathar Shammesh the Sun of the Earth while preparing the tomb of his prematurely departed teenage daughter Bathshammesha. Interestingly, while both accounts agree that Abiathar uncovered an artifact of the city's ancient past, the sources diverge on the nature of his discovery. The Tablet of the Shadows and Valleys tells of how the grieving coroner uncovered a ancient demesne of the mistji, the long-departed ethereal children of the sleeping Grand Architect who created Athas in the Dawn Age. This remains the official version of the narrative.

However, an alternative account in the Tablet of the Deep and Deeper Places records Abiathar's unveiling of a shrine to the terrible xxyth, the contorted abominations who rose from the sea at the end of the Dawn Age to annihilate all life on Athas. This alternative account maintains that Abiathar uncovered both a place of xxyth worship, as well as the path to a hidden refuge known as the Pit of Aghrabhan. Unfortunately, the text breaks off before revealing the complete details of this account. The archivists of the Grave Wardens intentionally secrete this disturbing narrative from the wider membership of the society, as well as the general public.

Whatever the initial impetus for this historical bent, it has grown considerably in emphasis and professionalism, and the Grave Wardens have enjoyed a place of prominence in Tyrian society for several generations. They have also, in this interim, organized themselves into a number of sects, each devoted to the study of one of the city's previous incarnations.

The Koulanites attend to the investigation of Koulan Tyr, the most ancient incarnation of the city which arose in the Dawn Age. This mistji metropolis was much larger than the current settlement. Indeed, the present day golden tower is only one of a set that once ringed the ancient expanse of Koulan Tyr. The vast city was also surrounded on all sides by a twisting ribbon of powerful rivers, aquatic pathways that both facilitated an extensive commerce between the city and the other early settlements of the Tablelands, as well as offered the power to run many of the metropolis' forgotten technologies. A wall of magical fog surrounded the entirety of the vast mistji city, the center of which was a great tower on an island in Lake Ba'al-Yammim that is now lost to time. This tower extended to the orbital elevator known as the skyleash. A web of elevators connected the city to the skyleash, on the other end of which was the Star City Sephirothkeres, of which only half-remembered legends remain.

Similarly, the Ty'ragiyya study the subsequent Blue Age settlement of Ty'ragi. The flooding of the world at the end of the Dawn Age eventually led to the resettlement of the area by halflings, beings that were introduced to Athas by the mysterious visitors known as the Glassmakers when they descended from the heavens. Ty'ragi was an imposing city of wide canals and immense step pyramids. The four corners of the city were each host to an elemental shrine which possessed a larger mate located in the surrounding heights of the Ringing Mountains.

Finally, the Tyreans occupy themselves with the study of the city as it emerged from the end of the Blue Age, when the druidic students of the halfling lifeshapers founded a new settlement atop the ruins of Ty'ragi. The city was surrounded by an immense obsidian wall and fortified with considerable psionic protections. The age of Tyre was ended when the city was conquered by Kalak during the Cleansing Wars. He transformed the city's druidic rulers into an order of cruelly bound slaves for his Defiler apprentices, and liquidated the famed psionic academy, forcing the minds of its young pupils to serve as the animating force of is domain's considerable defenses.

Together, the Koulanites, the Ty'ragiyyia, and the Tyreans have built a considerable archive of material evidence, as well as recovered many wonders of the previous ages of the Free City. Despite occasional conflicts over resources, they have established a respected place among the city's institutions. Now, under the reign of the former High Templar Tithian and his council, they have been given a freer hand than ever to pursue their antiquarian ambitions.

It is such concerns that bring Tyren to the door of the venerable establishment known as the Dragon's Tears, an inn established in the shell of a resplendent public baths which dates to at least the time of Tyre during the Green Age. He had hoped to confer with a colleague, a member of the Koulanite sect known as Gaan Hashammah Xysbytes. The violet-eyed antiquarian claimed in a dispatch to have made an important discovery relevant to the account of Abiathar's discovery in the Tablet of the Deep and Deeper Places. Rumors of the unmentionable xxyth irresistibly drew the young spelunker onwards...

As he arrives, Tyren discovers a scene of horror, the common room of the Dragon's Tears. is filled with piles of bloodied corpses, including the mangled carcasses of four great scorpion-like beasts.

HumanTemplate
2019-04-01, 02:27 AM
Mechanics of the Haboob:

It is a Cloud of dust and sand. Arus shaped it as 4 10' cubes. One on each head and two forming a column 20' right in front of Arus and the edge of the pit. I can add them to the map as shapes if you want.

I had placed it on the creatures head to block its sight, as haboob blocks all vision beyond 5'. If any part of the creature is still inside the haboob at the begining of next turn, the creature takes 5d4 damage (my CL for haboob is 10, not 9: CL6 +2 of Arcane thesis, +1 of draconic power (air spells) +1 from dirt magic (sandshaper) and another negative level from the fell drain effect, though this is debatable and I understand if you rule that even id the damage is continuous, the fell drain only affects a creature once.).

Marcarius5555
2019-04-01, 02:51 AM
Mechanics of the Haboob:

It is a Cloud of dust and sand. Arus shaped it as 4 10' cubes. One on each head and two forming a column 20' right in front of Arus and the edge of the pit. I can add them to the map as shapes if you want.

I had placed it on the creatures head to block its sight, as haboob blocks all vision beyond 5'. If any part of the creature is still inside the haboob at the begining of next turn, the creature takes 5d4 damage (my CL for haboob is 10, not 9: CL6 +2 of Arcane thesis, +1 of draconic power (air spells) +1 from dirt magic (sandshaper) and another negative level from the fell drain effect, though this is debatable and I understand if you rule that even id the damage is continuous, the fell drain only affects a creature once.).

Yes, go ahead and add them to the map (I think I set it for editable, let me know if you can't). Does that mean they stay on the creature if it moves from its original position?

HumanTemplate
2019-04-01, 03:03 AM
No, the cloud doesn't move. I just didn't understand how the creature moved and where. I'll edit the map to reflect Arus movement and th 4 cubes. However thy are cubes, so the affect 10' high. As I see it, the creature stepped out of the clouds in the pit, but inside the 20' column on the edge. That means it takes damage without a save as it entered the cloud "voluntarily" [roll0]; and possibly a negative level from fell drain spell

Thedez
2019-04-01, 05:19 AM
The Kherrevim-HaShommrim, rendered in the Trade Tongue as 'Graven Wardens', has long enjoyed a station as one of the distinctive institutions native to the city-state of Tyr. A society that has grown to fulfill the duties both of undertakers and archaeologists, the Grave Wardens are both responsible for the disposition of graves and remains, as well as the study of the previous ages of the vast metropolis. It is said that the antiquarian interests of the society grew from the originally amateur excavations undertaken to create burial mounds for the city's dead.

Local tradition has it that the first such discovery, preserved for the benefit of posterity records known as the Tablet of the Shadows and Valleys and the Tablet of the Deep and Deeper Places, attributes the society's historical interest to the fortuitous discovery of the coroner Abiathar Shammesh the Sun of the Earth while preparing the tomb of his prematurely departed teenage daughter Bathshammesha. Interestingly, while both accounts agree that Abiathar uncovered an artifact of the city's ancient past, the sources diverge on the nature of his discovery. The Tablet of the Shadows and Valleys tells of how the grieving coroner uncovered a ancient demesne of the mistji, the long-departed ethereal children of the sleeping Grand Architect who created Athas in the Dawn Age. This remains the official version of the narrative.

However, an alternative account in the Tablet of the Deep and Deeper Places records Abiathar's unveiling of a shrine to the terrible xxyth, the contorted abominations who rose from the sea at the end of the Dawn Age to annihilate all life on Athas. This alternative account maintains that Abiathar uncovered both a place of xxyth worship, as well as the path to a hidden refuge known as the Pit of Aghrabhan. Unfortunately, the text breaks off before revealing the complete details of this account. The archivists of the Grave Wardens intentionally secrete this disturbing narrative from the wider membership of the society, as well as the general public.

Whatever the initial impetus for this historical bent, it has grown considerably in emphasis and professionalism, and the Grave Wardens have enjoyed a place of prominence in Tyrian society for several generations. They have also, in this interim, organized themselves into a number of sects, each devoted to the study of one of the city's previous incarnations.

The Koulanites attend to the investigation of Koulan Tyr, the most ancient incarnation of the city which arose in the Dawn Age. This mistji metropolis was much larger than the current settlement. Indeed, the present day golden tower is only one of a set that once ringed the ancient expanse of Koulan Tyr. The vast city was also surrounded on all sides by a twisting ribbon of powerful rivers, aquatic pathways that both facilitated an extensive commerce between the city and the other early settlements of the Tablelands, as well as offered the power to run many of the metropolis' forgotten technologies. A wall of magical fog surrounded the entirety of the vast mistji city, the center of which was a great tower on an island in Lake Ba'al-Yammim that is now lost to time. This tower extended to the orbital elevator known as the skyleash. A web of elevators connected the city to the skyleash, on the other end of which was the Star City Sephirothkeres, of which only half-remembered legends remain.

Similarly, the Ty'ragiyya study the subsequent Blue Age settlement of Ty'ragi. The flooding of the world at the end of the Dawn Age eventually led to the resettlement of the area by halflings, beings that were introduced to Athas by the mysterious visitors known as the Glassmakers when they descended from the heavens. Ty'ragi was an imposing city of wide canals and immense step pyramids. The four corners of the city were each host to an elemental shrine which possessed a larger mate located in the surrounding heights of the Ringing Mountains.

Finally, the Tyreans occupy themselves with the study of the city as it emerged from the end of the Blue Age, when the druidic students of the halfling lifeshapers founded a new settlement atop the ruins of Ty'ragi. The city was surrounded by an immense obsidian wall and fortified with considerable psionic protections. The age of Tyre was ended when the city was conquered by Kalak during the Cleansing Wars. He transformed the city's druidic rulers into an order of cruelly bound slaves for his Defiler apprentices, and liquidated the famed psionic academy, forcing the minds of its young pupils to serve as the animating force of is domain's considerable defenses.

Together, the Koulanites, the Ty'ragiyyia, and the Tyreans have built a considerable archive of material evidence, as well as recovered many wonders of the previous ages of the Free City. Despite occasional conflicts over resources, they have established a respected place among the city's institutions. Now, under the reign of the former High Templar Tithian and his council, they have been given a freer hand than ever to pursue their antiquarian ambitions.

It is such concerns that bring Tyren to the door of the venerable establishment known as the Dragon's Tears, an inn established in the shell of a resplendent public baths which dates to at least the time of Tyre during the Green Age. He had hoped to confer with a colleague, a member of the Koulanite sect known as Gaan Hashammah Xysbytes. The violet-eyed antiquarian claimed in a dispatch to have made an important discovery relevant to the account of Abiathar's discovery in the Tablet of the Deep and Deeper Places. Rumors of the unmentionable xxyth irresistibly drew the young spelunker onwards...

As he arrives, Tyren discovers a scene of horror, the common room of the Dragon's Tears. is filled with piles of bloodied corpses, including the mangled carcasses of four great scorpion-like beasts.

http://minezone.me/wp-content/uploads/2018/08/zen-archer-human-monk-pathfinder-dd-fantasy-archery.jpg
Tyren was glad to be upon another assignment, having spent a good deal of his time preparing armaments for those who did more of the spelunking. He had found his life to have gotten somewhat dull as his fellows realized his great familiarity with toxins and abundance of equipment for producing them, even if he was glad they had kept tight-lipped as to the source of his various toxins. As he approached the inn, he whistled cheerily and approached with little caution, confident in the belief that none would attack above-ground so soon. After all, who would in this day in age? The Sorcerer-King was gone, and the defenses were as strong as ever.

This belief was in stark contrast to the reality presented to him as he opened the door. The first thing to hit him, of course, was the smell. He'd hardly had time to enter the premises before he was struck with it, and the sight did it little better. "Xxyth be damned," he murmured, looking about the scene of the carnage, "This is an absolute nightmare. I hope Gaan hasn't gotten caught up in this." His eyes scanned the entire room. "Vixennya, Yonne. Front and center." From behind him came two small figures, garbed in robes of their own, though theirs were white, and with veils covering their faces. They were equipped with clubs and bucklers, and stood ready in front of him. Tyren pulled from his pouch two crossbows, save with little arms and legs, and plopped them upon his shoulders. "Nix and Piet, prepare to fire."

With his defensive preparations in place, Tyren pulled out his shortbow--Known by his fellows as his Hiss--And carefully walked the perimeter, making certain there weren't any survivors or monsters yet, before turning toward one of the corpses of the monsters and giving it a careful examination, determining exactly what it was that he was looking at.


Perception check 1d20+13
IDing the creatures, taking 10
Arcana: 34
History: 30
Religion: 34
Psionics: 34
Nature: 19

Marcarius5555
2019-04-01, 07:23 PM
http://minezone.me/wp-content/uploads/2018/08/zen-archer-human-monk-pathfinder-dd-fantasy-archery.jpg
Tyren was glad to be upon another assignment, having spent a good deal of his time preparing armaments for those who did more of the spelunking. He had found his life to have gotten somewhat dull as his fellows realized his great familiarity with toxins and abundance of equipment for producing them, even if he was glad they had kept tight-lipped as to the source of his various toxins. As he approached the inn, he whistled cheerily and approached with little caution, confident in the belief that none would attack above-ground so soon. After all, who would in this day in age? The Sorcerer-King was gone, and the defenses were as strong as ever.

This belief was in stark contrast to the reality presented to him as he opened the door. The first thing to hit him, of course, was the smell. He'd hardly had time to enter the premises before he was struck with it, and the sight did it little better. "Xxyth be damned," he murmured, looking about the scene of the carnage, "This is an absolute nightmare. I hope Gaan hasn't gotten caught up in this." His eyes scanned the entire room. "Vixennya, Yonne. Front and center." From behind him came two small figures, garbed in robes of their own, though theirs were white, and with veils covering their faces. They were equipped with clubs and bucklers, and stood ready in front of him. Tyren pulled from his pouch two crossbows, save with little arms and legs, and plopped them upon his shoulders. "Nix and Piet, prepare to fire."

With his defensive preparations in place, Tyren pulled out his shortbow--Known by his fellows as his Hiss--And carefully walked the perimeter, making certain there weren't any survivors or monsters yet, before turning toward one of the corpses of the monsters and giving it a careful examination, determining exactly what it was that he was looking at.


Perception check [roll0]
IDing the creatures, taking 10
Arcana: 34
History: 30
Religion: 34
Psionics: 34
Nature: 19


Perception check [roll1]
IDing the creatures, taking 10
Arcana: 34
History: 30
Religion: 34
Psionics: 34
Nature: 19
Upon entering the premises, Tyren's ears are immediately accosted by a thunderous commotion emanating from the other side of the establishment -- the dilapidated eastern wing of the ancient baths. It could easily be an earthquake or similar tumult, the cacophony is almost deafening.

The slain creatures are referred to as chyig'sygg in the traditions recorded in the apocryphal addition to the Tablet of the Deep and Deeper Places known as the Tablet of the Deepest Depths or the Fragment of the Abyss. It records a narrative about the fall of the mistji city of Koulan Tyr at the end of the Dawn Age, when the magical metropolis was assaulted by the hordes of the xxyth which had arisen from the cold waters of the northern oceans. The assault was led by a xxyth lord which the text refers to as either the Shadefather or the Mother of the Deeps, and its armies quickly disposed of the majority of the beleaguered city's defenses. However, a desperate conventicle of mistji sages enacted a powerful ritual at the expense of their own lives to cast the Mother of the Deeps into a deep slumber in the caverns beneath the star tower Khalon Yatyr.

And so it has slept for time and an age, though the xxyth lord's slumber in the subterranean abyss known as the Pit of Aghrabahn has not been undisturbed. Indeed, throughout its long slumber, the abomination's immense corpse has been subject to the predations of the underworld's most savage scavengers, among those the great cave scorpions of the deep tunnels known as the Hollows or the Worm Hold. These fed upon the corpse of the Mother of the Deeps, and were transformed by their unholy banquet into twisted abominations that were then discovered by several factions of Under Tyr, principally the Slavers of the Undercity. They employed fell devices to bend the mutated cave scorpions to their will, and employ them as the most terrible of sentinels and warbeasts.

It is rumored that, deep beneath the earth, the Slave Lords of Under Tyr maintain a vast arena known as the Hellpits where chyig'sygg are pitted against eachother, as well as other terrors of the deep places of the earth.

The specimens before Tyren are only the smallest of those rumored to exist. It is said that larger varieties have been cultivated by the Slave Lords in their hidden breeding pens.

See above.
See above.
See above.

Marcarius5555
2019-04-01, 10:37 PM
Pexac Skyseer (Pterran Unchained Rogue 6 (Poisoner)//Shadow Bomber (Rogue/Alchemist) 6)
N humanoid (reptilian)
Init –1; Senses blindsense 60 ft., darkvision 120 ft., low-light vision, greensight; Perception +32; Aura frightful presence (270 ft., DC 26)

DEFENSE

AC 41, touch 5, flat-footed 41 (–1 Dex, +36 natural, –4 size)
Wounds 46; Vigor 206; fast healing 5
Fort +18, Ref +11, Will +18
Defensive Abilities dragon blood (2d6 acid); DR 15/epic and magic; Immune acid, dragon traits, paralysis, poison, sleep; SR 31

OFFENSE

Speed 40 ft., fly 250 ft. (clumsy), swim 40 ft.
Melee +3 rapier +28/+23/+18 (1d4+6/15–20)
Ranged +2 hand crossbow +27 (1d3+2/19–20)
Melee bite +30 (4d6+19/18–20 plus grab), 2 claws +30 (2d8+13/18–20), tail slap +28 (2d8+19), 2 wings +28 (2d6+6)
Space 20 ft.; Reach 15 ft. (20 ft. with bite)
Special Attacks breath weapon (60-ft. cone, 18d6 acid damage, Reflex DC 26 half, usable every 1d4 rounds), crush, delirious breath, dragon fury (2d6 acid), swallow whole (2d6 bludgeoning and 2d6 acid damage, AC 24, 34 hp), tail sweep (DC 26, 2d6+19)

STATISTICS

Str 37, Dex 8, Con 23, Int 18, Wis 19, Cha 22
Base Atk +21; CMB +38 (+42 grapple); CMD 47 (51 vs. trip)
Feats Alertness, Blinding Critical, Cleave, Critical Focus M, Flyby Attack, Great Cleave, Improved Critical (bite) M, Improved Critical (claws) M, Iron Will M, Multiattack, Power Attack
Skills Fly +9, Knowledge (arcana, local, and nature) +28, Perception +32, Sense Motive +6, Spellcraft +28, Stealth +11, Survival +28, Swim +45, Use Magic Device +30
Languages Pterran, Common, Draconic, Elven, Giant, Sylvan


Ability Score: +2 Strength, -2 Dexterity, +2 Constitution, + 2 Charisma
Type: Pterrans are humanoid creatures with the reptillian subtype.
Size: Pterrans are medium creatures, and as such have no bonuses or penalties due to size.
Base land speed: 30 feet
Languages: Pterran know the languages of the few intelligent creatures that live in the Hinterlands. Pterrans begin play speaking Saurian. Pterrans with high Intelligence scores can choose from the following: Common, Dwarven, Elven, Halfling, Giant, Gith, Kreen, and Yuan–ti. See Linguistics for more information about these languages.
Natural Weapons: 2 Claw Attacks (primary, 1d4), 1 Bite Attack (secondary, 1d3)
+4 racial bonus on Balance and Jump checks
Naturally Psionic: Pterrans gain the Wild Talent feat as a bonus feat at 1st level. If a member of this race takes levels in a psionic class, he instead gains the Psionic Talent feat.
Plains Hunter: Pterrans are experienced at stalking prey in the Hinterlands. They gain a +2 racial bonus to Perception and Survival checks while in any plains terrian type. Also, Pterrans normally leave no trail and cannot be tracked by mundane means in plains (though they may leave a trail if they so choose).
Psi-Like Ability: At will - missive. All pterrans are gifted from the day they hatch with the ability to communicate telepathically. Manifester level is equal to the Pterran's Hit Dice.
Psionic Aptitude: When a Pterran takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.
Scent: Pterran's gain the scent ability.
Weapon Familiarity: Pterrans are proficient with the thanak and oslak. They are more common among pterrans than among other races.

Weapon and Armor Proficiency

Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.
Sneak Attack
Precision Damage & Critical Hits

Precision damage (such as that dealt by a rogue’s sneak attack ability) applies to more creatures than it did in previous editions of the game.

Some may balk at this but it can easily be imagined or explained as the rogue having found a weak point in the undead’s “body” (such as a zombie’s head) or even finding a crack or flaw in a construct’s “body.”

There is some degree of confusion as to what should separate a “critical hit” from a “precision-based attack” but in any event, in some cases they are treated differently.

Critical Hits

The following creature types (or subtypes) have immunity to critical hits (that is, they do not take any additional damage from critical hits):

Aeon (subtype): “Immunity to cold, poison, and critical hits.“
Elemental (subtype): Elementals are “not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.“
Incorporeal (subtype): “An incorporeal creature is immune to critical hits (unless the attacks are made using a weapon with the ghost touch special weapon quality.)“
Ooze (Type): <Oozes are…> “not subject to critical hits or flanking. Does not take additional damage from precision-based attacks (such as sneak attack.)“
Protean (subtype): (50% chance to ignore, see below*)
Swarm (Type): “A swarm has no clear front or back and no discernible anatomy, so it is not subject to critical hits.“

Precision-Based Damage (like Sneak Attack)

The following creature types (or subtypes) do not take additional damage from precision-based attacks (such as sneak attack):

Elemental (subtype): “<An elemental…> does not take additional damage from precision-based attacks (such as sneak attack.)“
Incorporeal (subtype): “An incorporeal creature is immune to precision-based damage (such as sneak attack damage) unless the attacks are made using a weapon with the ghost touch special weapon quality.“
Ooze (Type): “<An ooze is…> does not take additional damage from precision-based attacks (such as sneak attack.)“
Protean (subtype): (50% chance to ignore, see below*)

Creatures Immune to Flanking

Opponents do not gain any special flanking bonuses against the following creature types (or subtypes):

Ooze (Type): “<An ooze is…> not subject to … flanking.“
Swarm (Type): “A swarm has no clear front or back and no discernible anatomy, so it is not subject to flanking.“
Elemental (subtype): “<Elementals are…> not subject to flanking.“

*Special: Proteans have a special ability called “Amorphous Anatomy” which might protect them: “<Amorphous Anatomy> grants <a protean> a 50% chance to ignore additional damage caused by critical hits and sneak attacks,”

If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.
Trapfinding

A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Finesse Training (Ex)

At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
Evasion (Ex)

At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Rogue Talents

As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.

Talents marked with an asterisk add effects to a rogue’s sneak attack. Only one of these talents can be applied to an individual attack, and the decision must be made before the attack roll is made.

A rogue cannot choose a ninja trick with the same name as a rogue talent.

A complete listing of unchained rogue talents can be found here: Unchained Rogue Talents

Danger Sense (Ex)

At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).
Debilitating Injury (Ex)

At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.

Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).

Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).

Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.

These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.
Uncanny Dodge (Ex)

At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.
Skill Unlocks
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 skill ranks, a character can earn the following skill unlocks: Acrobatics, Appraise, Bluff, Climb, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Fly, Handle Animal, Heal, Intimidate, Knowledge, Linguistics, Perception, Perform, Profession, Ride, Sense Motive, Sleight of Hand, Spellcraft, Stealth, Survival, Swim, and Use Magic Device.
Rogue’s Edge (Ex)

At 5th level, a rogue has mastered a single skill beyond that skill’s normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well.
Poison Use (Ex)

At 1st level, a poisoner is trained in the use of poison and cannot accidentally poison herself when applying poison to a blade.

This ability replaces trapfinding.
Master Poisoner (Ex)

At 3rd level, a poisoner can use Craft (alchemy) to change the type of a poison. This requires 1 hour of work with an alchemist’s lab and a Craft (alchemy) skill check with a DC equal to the poison’s DC. If successful, the poison’s type changes to contact, ingested, inhaled, or injury. If the check fails, the poison is ruined. The poisoner also receives a bonus on Craft (alchemy) skill checks when working with poison equal to 1/2 her rogue level.

This ability replaces trap sense.

Rogue Talents: The following rogue talents complement the poisoner archetype: distracting attack, lasting poison, surprise attack*, swift poison, and weapon training*.

Advanced Talents: The following advanced rogue talents complement the poisoner archetype: deadly cocktail, hunter’s surprise, and opportunist*.
Bonus Skills and Ranks: The shadow bomber selects three alchemist skills to add to her class skills in addition to the normal rogue class skills. The shadow bomber gains a number of ranks at each level equal to 6 + Int modifier.

Weapon and Armor Proficiency: The shadow bomber is proficient with all simple weapons, plus the bombs, hand crossbow, rapier, sap, shortbow, and short sword. A shadow bomber is proficient with light armor, but not with shields.

Alchemy (Su): A shadow bomber gains the alchemist’s alchemy ability, except that he can only create mundane alchemical substances and bombs. In addition, when using Craft (alchemy) to create an alchemical item, a shadow bomber gains a competence bonus equal to his class level on the Craft (alchemy) check. This ability replaces trapfinding.

Bombs (Su): At 1st level, a shadow bomber gains the alchemist’s bomb ability. This ability replaces sneak attack.

Rogue Talents: This is exactly like the rogue ability of the same name, except that whenever a shadow bomber could select a rogue talent, he can choose an alchemist’s bomb discovery that he qualifies for instead.

Sneak Bomb (Ex): At 3rd level, if a shadow bomber catches an opponent when he is unable to defend himself effectively from her bomb attack, she can strike a vital spot for extra damage. The shadow bomber 's bomb attack deals extra damage (called "precision damage") anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the shadow bomber flanks her target. This extra damage is equal to 1/2 her shadow bomber level. This ability replaces trap sense.

Swift Diversion (Ex): At 6th level, whenever a shadow bomber is in an area of dim light, he can use his Bluff skill to create a diversion to hide as a swift action. If the check is successful, he gains a +2 bonus on his next Stealth check made as part of a move action. This ability replaces the rogue talent gained at 6th level.

Thedez
2019-04-02, 10:26 PM
Perception check [roll1]
IDing the creatures, taking 10
Arcana: 34
History: 30
Religion: 34
Psionics: 34
Nature: 19
Upon entering the premises, Tyren's ears are immediately accosted by a thunderous commotion emanating from the other side of the establishment -- the dilapidated eastern wing of the ancient baths. It could easily be an earthquake or similar tumult, the cacophony is almost deafening.

The slain creatures are referred to as chyig'sygg in the traditions recorded in the apocryphal addition to the Tablet of the Deep and Deeper Places known as the Tablet of the Deepest Depths or the Fragment of the Abyss. It records a narrative about the fall of the mistji city of Koulan Tyr at the end of the Dawn Age, when the magical metropolis was assaulted by the hordes of the xxyth which had arisen from the cold waters of the northern oceans. The assault was led by a xxyth lord which the text refers to as either the Shadefather or the Mother of the Deeps, and its armies quickly disposed of the majority of the beleaguered city's defenses. However, a desperate conventicle of mistji sages enacted a powerful ritual at the expense of their own lives to cast the Mother of the Deeps into a deep slumber in the caverns beneath the star tower Khalon Yatyr.

And so it has slept for time and an age, though the xxyth lord's slumber in the subterranean abyss known as the Pit of Aghrabahn has not been undisturbed. Indeed, throughout its long slumber, the abomination's immense corpse has been subject to the predations of the underworld's most savage scavengers, among those the great cave scorpions of the deep tunnels known as the Hollows or the Worm Hold. These fed upon the corpse of the Mother of the Deeps, and were transformed by their unholy banquet into twisted abominations that were then discovered by several factions of Under Tyr, principally the Slavers of the Undercity. They employed fell devices to bend the mutated cave scorpions to their will, and employ them as the most terrible of sentinels and warbeasts.

It is rumored that, deep beneath the earth, the Slave Lords of Under Tyr maintain a vast arena known as the Hellpits where chyig'sygg are pitted against eachother, as well as other terrors of the deep places of the earth.

The specimens before Tyren are only the smallest of those rumored to exist. It is said that larger varieties have been cultivated by the Slave Lords in their hidden breeding pens.

See above.
See above.
See above.
Noise like that, after what he saw here...More Chyig'sygg? These sound massive. I can only fear what will truly be on the other end of that hall. If we're lucky, just more of them. If not... he shuddered to think of the possibility. What if it were an earthquake? Or a sink-hole to some forgotten fortress of the Slave Lords? It looked like he was going to have to delay the archaeological report in lieu of neutralizing a more immediate threat. His eyes are drawn to the back area.

Sucking in his breath, Tyren nods to himself, then the two robed poppets. "Go ahead and secure the hall." Rushing down the hall, he pulls out his lute, strikes a chiming note upon his shield and strums a note, allowing it to linger in the air for all of them to hear, and tosses it back into his bag. He grabs his bow, next, running his hand over the wood. Arcane signals glow upon the wood, ready to activate at his behest. He bursts into the bathing rooms, bow at the ready.

Spending 4 infusion points to make a temp. wand of Sirine's Grace out of his bow. Spending a move action, using the power of Singing Steel, to use a turn of Inspire Courage. Taking 3d4 nonlethal damage to double the bonus to +6, Pandering to the Left Arbalester doubling that bonus to +12. Naturally, that only leaves a 5-foot move action, so it'll take 2 turns to get there.

Thedez
2019-04-02, 10:34 PM
[roll0]
Sorry for the double-post

Marcarius5555
2019-04-03, 02:51 AM
[roll0]
Sorry for the double-post

As far as I know, there's now rule to govern joining a combat, so you can go ahead and post some actions for this round, with the assumption that you get to the room and then have the opportunity to act as per a normal round of combat, coming after the monster.

Next turn you can roll Initiative.

I don't see any attack rolls, where is the damage coming from?

Thyren enters a large, dilapidated room on the other side of the Dragon's Tears. The floor is strewn with rubble, and several support pillars are missing from the arcades which support the high vaults of the cedar-beamed roof.

In the middle of the chamber, an enormous pit gapes open in the earth.

From the midst of the crevasse, a large, armored beast with two heads is clamoring over the lip to attack two pterrans, one of which is wearing a flowing white cloak, as well as a male and female human, and an old lady.

On the southern side of the pit, opposite the ascent of the terrifying scaled monstrosity, is the corpse of a white-skinned gnome.

Thedez
2019-04-03, 12:27 PM
Seeing the beast attacking two Pterrans and knowing what he does about the other creatures he's spotted thus far, Tyen raises the bow to their aid. For a moment he squints at the beast, scrutinizing it as though reading it for information. Finally, Tyren nods, ready to let loose his volley. With one smooth action he pulls out an arrow and a dose of his hypertoxin amalgam of obsidian spores and homunculus venom and, before arrow meets bowstring, has already dumped the contents onto the arrowhead. There's a brief pause as he aims for the sweet spot in the monster's defenses, but finally he lets loose the arrow. In one almost impossibly fluid motion, he has another flask of poison, another arrow, and has loosed it all in the span of a second. Both arrows seem to split mid-air into two more arrows, all of which glimmer with poison.
On cue with Tyren, both the crossbows on his shoulders fire off their rounds as well.
The nonlethal damage is to Tyren for using Words of Creation. This next part is going to be a lil' crunchy, so hold on a sec.
Also, auto-20 in the knowledge Arcana, so the knowledge check is a 45 for Knowledge Devotion

[roll0] attack 1
[roll1] damage 1
DC for poison on-hit =26
[roll2] attack 2
[roll3] damage 2
DC for poison on-hit=28
[roll4] attack 3
[roll5] damage 3
DC for poison on-hit=30
[roll6] attack 4
[roll7] damage 4
DC for poison on-hit=32
[roll8] Arbalester 1 attack
[roll9] Arbalester 1 damage
DC for poison on-hit=34
[roll10] Arbalester 2 attack
[roll11] Arbalester 2 damage
DC for poison on-hit=26

That's a critical threat for attack 2--I'll leave that in the OOC comment for the attack roll--And otherwise, all 4 of Tyren's attacks land if the stat-block from before is accurate, as does the attack from the super-buffed Arbalester. The less buffed Arbalester, however, rolled a nat 1, so feel free to roll percentiles on who it shoots. DC 26 poison and 3 damage. The big guy has 60 force damage coming his way, and another 12 straight to wounds. In addition, he has to make 5 saves--DCs 26,28,30, 32, and 34. If he fails any, he immediately falls asleep and takes 2d4 damage every round for 5 hours and 3 minutes15 rounds, making a new save at DC 34 every minuteevery minute to see if he can wake up.
The crit did confirm, roll is in OOC.

Marcarius5555
2019-04-03, 08:07 PM
Seeing the beast attacking two Pterrans and knowing what he does about the other creatures he's spotted thus far, Tyen raises the bow to their aid. For a moment he squints at the beast, scrutinizing it as though reading it for information. Finally, Tyren nods, ready to let loose his volley. With one smooth action he pulls out an arrow and a dose of his hypertoxin amalgam of obsidian spores and homunculus venom and, before arrow meets bowstring, has already dumped the contents onto the arrowhead. There's a brief pause as he aims for the sweet spot in the monster's defenses, but finally he lets loose the arrow. In one almost impossibly fluid motion, he has another flask of poison, another arrow, and has loosed it all in the span of a second. Both arrows seem to split mid-air into two more arrows, all of which glimmer with poison.
On cue with Tyren, both the crossbows on his shoulders fire off their rounds as well.
The nonlethal damage is to Tyren for using Words of Creation. This next part is going to be a lil' crunchy, so hold on a sec.
Also, auto-20 in the knowledge Arcana, so the knowledge check is a 45 for Knowledge Devotion

[roll0] attack 1
[roll1] damage 1
DC for poison on-hit =26
[roll2] attack 2
[roll3] damage 2
DC for poison on-hit=28
[roll4] attack 3
[roll5] damage 3
DC for poison on-hit=30
[roll6] attack 4
[roll7] damage 4
DC for poison on-hit=32
[roll8] Arbalester 1 attack
[roll9] Arbalester 1 damage
DC for poison on-hit=34
[roll10] Arbalester 2 attack
[roll11] Arbalester 2 damage
DC for poison on-hit=26

That's a critical threat for attack 2--I'll leave that in the OOC comment for the attack roll--And otherwise, all 4 of Tyren's attacks land if the stat-block from before is accurate, as does the attack from the super-buffed Arbalester. The less buffed Arbalester, however, rolled a nat 1, so feel free to roll percentiles on who it shoots. DC 26 poison and 3 damage. The big guy has 60 force damage coming his way, and another 12 straight to wounds. In addition, he has to make 5 saves--DCs 26,28,30, 32, and 34. If he fails any, he immediately falls asleep for 5 hours and 3 minutes, making a new save at DC 34 every minute to see if he can wake up.
The crit did confirm, roll is in OOC.

So you do 176 Vigor damage from Tyren, then 60 force Vigor damage from Arbalester, the 12 to Wounds.


Amphisbaena Gohlbrorn
N Gargantuan magical beast (earth, elemental, abberation)
Lore Check: Know (Arcana) (Basic: DC 17; Full: DC 35)
Init: +19
Ambush Chance: 9+ on d20 (req's 1 minute prep)
Senses: Standard Senses, Darkvision 60 ft., Tremorsense 60 ft. Perception +20
Passive Perception: 27 (Spot: +17, req's move action)

DEFENSE
AC: 29 Touch: 18 Flat-Footed: 22
Maneuver Defense (MD): 31
Wounds 48 Vigor 360
Fort: +15 Refl: +8 Will: +12

OFFENSE
Movement Types: Walk 40 ft., Burrowing 40 ft., Earth Glide 40 ft., Vaulting 40 ft.
Space / Reach: 15 ft. / 10 ft.
Standard Attack:
1x Savage Bite +16 (3d10+25/x2) as gnashing (physical, uncommon); plus Bruised
1x Nine-Inch Nails +16 (3d6+10/x2) as slashing (physical, common); plus Bruised
Full Attack:
2x Savage Bite +16 (3d10+25/x2) as gnashing (physical, uncommon); plus Bruised
4x Nine-Inch Nails +16 (3d6+10/x2) as slashing (physical, common); plus Bruised
Standard Ranged:
Maneuver Offense: +14
Siege Damage: Not siege capable
Spell-Like Abilities (CL 16th; concentration +16)
At will—stone shape
5/day—transmute mud to rock (DC 15)

STATISTICS
Str: 34 Dex: 18 Con: 24 Int: 12 Wis: 13 Cha: 11
Base Atk +16; CMB +30 (+34 bull rush or overrun, +32 sunder); CMD 41 (43 vs. bull rush, overrun, or sunder)
Feats Awesome Blow, Cleave M, Combat Reflexes, Greater Bull Rush, Greater Overrun, Mobility, Improved Bull Rush B, Improved Critical (slam) M, Improved Overrun, Improved Sunder, Power Attack M
Skills Acrobatics +9 (+17 jumping), Appraise +20, Climb +31, Knowledge (dungeoneering) +20, Knowledge (planes) +20, Perception +20, Sense Motive +20, Stealth +10; Racial Modifiers +4 on Acrobatics checks made to jump
Languages Terran, Gnome

SPECIAL ABILITIES
Earth Mastery (Ex) A golhbrorn gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the golhbrorn takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the golhbrorn is initiating or resisting these kinds of attacks.

Stun (Ex) If a golhbrorn strikes an opponent with two slams in 1 round, that creature must succeed at a DC 30 Fortitude save or be stunned for 1d6 rounds. The save DC is Strength-based.

Trap Weapon (Ex) A golhbrorn’s body traps manufactured weapons that damage it. A manufactured weapon that deals hit point damage to the elemental (after subtracting its DR) is stuck fast unless the wielder succeeds at a DC 30 Reflex save. A creature can spend a standard action to attempt a DC 30 Strength check to remove a stuck weapon.

Weapons that deal only bludgeoning damage are immune to this ability. The golhbrorn can release any number of stuck weapons as a free action. The save DC is Strength-based.

Breaching (Ex) As a full attack action, the golhbrorn may use its unholy strength to either spring into the air or plunge through the ground and move a number of squares equal to its move rating. This movement does not provoke attacks of opportunity, and must end in any unblocked space that the golhbrorn can fit into without squeezing. At the end of this movement, the golhbrorn can make a claw attack against every foe in its reach.

If any creatures are in the golhbrorns space when it breaches, these creatures are subject to the golhbrorns claw attacks, and are also moved (via forced movement) to an unblocked, unoccupied space adjacent to the golhbrorn (golhbrorn's choice).

Nine-Inch Nails +16 (3d6+10/x2) as slashing (physical, common) damage, plus Bruised, versus all enemies in reach

Resurgence (Ex) The first time in combat that the golhbrorn is reduced to zero or fewer hit points, it is not killed. Instead, it burrows beneath the surface and vanishes, as a triggered free action. Combat progresses normally until the golhbrorn's next turn, when at its normal initiative count, the golhbrorn bursts to the surface again, anywhere within 40 feet of its last position. At this point, the golhbrorn is reset to half its original hit point total (240 hit points) and any status conditions it was suffering are cleared.

Any enemy figure whose space is completely or partially inside the golhbrorn's space when it re-emerges is violently tossed aside by this resurgence. Allied creatures are simply moved aside with no other ill effects. The golhbrorn may move any and all creatures affected by resurgence to any legal square adjacent to its space. This is considered forced movement and does not provoke. All enemy creatures moved in this way must also make a Reflex save versus a DC of 22. If they fail this save, they are rendered prone adjacent to the golhbrorn and take 2d8+9 of damage. If they save, they are not prone and take half damage.

Bursting to the surface after Resurgence is a free action for the golhbrorn, and it may attack normally afterwards.

Mine! (Ex) If a creature attacks one of the golhbrorn's golhbrorn pups while within the threatened area of the golhbrorn, the golhbrorn may make an attack of opportunity against that creature prior to its attack against the pup.

Golhbrorn don't particularly care about their pups in a traditional parental sense, but they feel strongly that no one else should be allowed to beat up on them. They're their pups!

Crushing Leap (Ex) A jumping golhbrorn can land on its foes as a standard action, using its whole body to crush as many Medium or smaller creatures as will fit in its space. Creatures in the affected area must succeed on a DC 21 Reflex save or be pinned, automatically taking 4d6+18 points of bludgeoning damage during the next round unless the golhbrorn moves off them. If the golhbrornchooses to maintain the pin, it must succeed at a combat maneuver check as normal. Pinned foes take damage from the crushing leap each round if they don’t escape. The save DC is Constitution-based.

Leap (Ex) A golhbrorn can perform a special kind of pounce attack by jumping into combat. When a golhbrorncharges, it can make a DC 20 Acrobatics check to jump into the air and land next to its enemies. If it makes the Acrobatics check, it can follow up with four claw attacks against foes in reach, but cannot make a bite attack.

Savage Bite (Ex) A golhbrorn’s bite is particularly dangerous. It applies 1-1/2 times its Strength modifier to damage inflicted with its bite attack, and threatens a critical hit on a 19–20.

Sorcerous Plate (Su) A golhbrorn gains spell resistance, and whenever a ray or ranged touch attack fails to penetrate its spell resistance there is a 50% chance that the effect is deflected to strike a random creature within 30 feet, affecting that creature as if it were the original target.

All-Around Vision (Ex) An golhbrorn sees in all directions at once. It cannot be flanked.

Split (Ex) Each of the golhbrorn's heads functions independently of the other. A golhbrorn that is cut in half by 10 or more points of slashing damage from a single attack for a Tiny creature, 20 or more points of damage for a Small or Medium creature, 30 or more points of damage for a Large creature, 40 or more points of damage for a Huge creature, 50 or more points of damage for a Gargantuan creature, and 60 or more points of damage for a Colossal creature continues to function normally (each with half its current hit points) and reattaches its body together in 1d2 days. An golhbrorn that has been split cannot be split again until it reattaches.

Parasitic Bond (Su) Once per day with a successful thorn throw attack (see below), the golhbrorn can transform the thorns into a single burrowing, wriggling maggot that infests and infuses the target with a short-term curse from within unless the target succeeds at a Fortitude save. This parasite creates an unholy link to the target, binding it to the golhbrorn . This binding persists for 5 rounds, during which half of any hit point damage taken by the golhbrorn is dealt to the linked target instead. The type of damage remains consistent with the damage dealt to the golhbrorn . Only one parasitic bond can be maintained with one creature at a time. This bond is a curse and a disease effect.

Thorn Throw (Ex) A golhbrorn can shoot a fistful of needle-sharp thorns at a single target within 20 feet as a standard action. The thorn attack deals an amount of damage equal to a sting natural attack, with damage based on the golhbrorn’s size (1d4 for a Medium fey), except the attack is resolved as a thrown ranged attack instead of a melee attack. Thorn throw is always a primary attack.

Amphisbaena Creature (CR +2)[3pp]

An amphisbaena is a creature with a head on each end. More specifically, an amphisbaena consists of two sets of forequarters of a creature conjoined in the middle. Each head of the creature is independent, but they share a close bond that enables them to coordinate attacks and movement.

Bipedal amphisbaena creatures have two sets of arms. One set of arms is used for attacking and manipulating, while the other set is used for locomotion. Which set of arms is used for which purpose doesn’t matter to a humanoid amphisbaena; they can easily switch positions.
Creating an Amphisbaena Creature

“Amphisbaena Creature” is an inherited template that can be applied to any creature with a definite head (referred to as the “base creature”). It retains all the special abilities of the base creature, except as noted here.

CR: Same as the base creature +2.

Type: Animals and vermin become magical beasts, and humanoids become monstrous humanoids, but otherwise the type remains unchanged. The amphisbaena gains the augmented subtype if its type changes. Do not recalculate the creature’s base attack bonus, saves, or skill points.

Hit Dice: Same as base creature +3. Animals and vermin that become magical beasts change their HD type to d10s.

Defensive Abilities: An amphisbaena gains cold resistance 10 and the following defensive abilities:
All-Around Vision (Ex)

An amphisbaena sees in all directions at once. It cannot be flanked.
Split (Ex)

Each of the amphisbaena’s heads functions independently of the other. An amphisbaena that is cut in half by 10 or more points of slashing damage from a single attack for a Tiny creature, 20 or more points of damage for a Small or Medium creature, 30 or more points of damage for a Large creature, 40 or more points of damage for a Huge creature, 50 or more points of damage for a Gargantuan creature, and 60 or more points of damage for a Colossal creature continues to function normally (each with half its current hit points) and reattaches its body together in 1d2 days. An amphisbaena that has been split cannot be split again until it reattaches.

Attacks: An amphisbaena retains all the attacks of the base creature, except those which originate from the hind quarters. Each head, however, can make use of any attack that originates from the forequarters. Although a bipedal amphisbaena has two sets of arms, it can only attack with one set; the other set are used for balance and movement.

Special Attacks: An amphisbaena retains all the special attacks of the base creature, except those which originate from the hind quarters. Each head, however, can make use of any attack that originates from the forequarters. For example, an amphisbaena red dragon gains an additional breath weapon and bite attack (for the other head), but loses its tail slap. Increase the save DCs of any special attacks due to the base creature’s increased HD and increased ability scores.

Abilities: Str +4, Dex –2, Con +2.

Feats: An amphisbaena gains additional feats as normal from the increase in HD when applying this template.

Skills: An amphisbaena gains additional skill points from the increase in HD when applying this template. Amphisbaena have a +4 racial bonus on Perception skill checks.

[roll0]
[roll1]
[roll2]
[roll3]
[roll4]

The immense beast collapses in a torrent of upturned dust and rubble.


The immense creature before Arus is a gohlbrorn, a monstrous beast of the deep earth which draws power from the Elemental Stronghold of Earth, a dimension also known as the Plane of Earth.

It is native to the deep places of Athas, and is cultivated as both a living war machine and a beast of burden by inhabitants of these subterranean abysses, known as the Hollows or the Worm Holds. The seemingly endless network of under earth tunnels are so-named because of they comprise a serpentine network of caverns under the Tablelands dug by immense cave worms.

Local legends of Tyr suggest that the gohlbrorn is employed by a tribe of white gnomes who survived the Cleansing Wars and that trade with the Slave Lords and other powers of Under Tyr which connect with the Hollows.

Many of the gohlbrorn, as well as other white gnome war beasts, are also polluted by parasites of the deep earth, an infection known as worm rot or grouting.

Thedez
2019-04-03, 08:14 PM
So you do 176 Vigor damage from Tyren, then 60 force Vigor damage from Arbalester, the 12 to Wounds.


Amphisbaena Gohlbrorn
N Gargantuan magical beast (earth, elemental, abberation)
Lore Check: Know (Arcana) (Basic: DC 17; Full: DC 35)
Init: +19
Ambush Chance: 9+ on d20 (req's 1 minute prep)
Senses: Standard Senses, Darkvision 60 ft., Tremorsense 60 ft. Perception +20
Passive Perception: 27 (Spot: +17, req's move action)

DEFENSE
AC: 29 Touch: 18 Flat-Footed: 22
Maneuver Defense (MD): 31
Wounds 48 Vigor 360
Fort: +15 Refl: +8 Will: +12

OFFENSE
Movement Types: Walk 40 ft., Burrowing 40 ft., Earth Glide 40 ft., Vaulting 40 ft.
Space / Reach: 15 ft. / 10 ft.
Standard Attack:
1x Savage Bite +16 (3d10+25/x2) as gnashing (physical, uncommon); plus Bruised
1x Nine-Inch Nails +16 (3d6+10/x2) as slashing (physical, common); plus Bruised
Full Attack:
2x Savage Bite +16 (3d10+25/x2) as gnashing (physical, uncommon); plus Bruised
4x Nine-Inch Nails +16 (3d6+10/x2) as slashing (physical, common); plus Bruised
Standard Ranged:
Maneuver Offense: +14
Siege Damage: Not siege capable
Spell-Like Abilities (CL 16th; concentration +16)
At will—stone shape
5/day—transmute mud to rock (DC 15)

STATISTICS
Str: 34 Dex: 18 Con: 24 Int: 12 Wis: 13 Cha: 11
Base Atk +16; CMB +30 (+34 bull rush or overrun, +32 sunder); CMD 41 (43 vs. bull rush, overrun, or sunder)
Feats Awesome Blow, Cleave M, Combat Reflexes, Greater Bull Rush, Greater Overrun, Mobility, Improved Bull Rush B, Improved Critical (slam) M, Improved Overrun, Improved Sunder, Power Attack M
Skills Acrobatics +9 (+17 jumping), Appraise +20, Climb +31, Knowledge (dungeoneering) +20, Knowledge (planes) +20, Perception +20, Sense Motive +20, Stealth +10; Racial Modifiers +4 on Acrobatics checks made to jump
Languages Terran, Gnome

SPECIAL ABILITIES
Earth Mastery (Ex) A golhbrorn gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the golhbrorn takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the golhbrorn is initiating or resisting these kinds of attacks.

Stun (Ex) If a golhbrorn strikes an opponent with two slams in 1 round, that creature must succeed at a DC 30 Fortitude save or be stunned for 1d6 rounds. The save DC is Strength-based.

Trap Weapon (Ex) A golhbrorn’s body traps manufactured weapons that damage it. A manufactured weapon that deals hit point damage to the elemental (after subtracting its DR) is stuck fast unless the wielder succeeds at a DC 30 Reflex save. A creature can spend a standard action to attempt a DC 30 Strength check to remove a stuck weapon.

Weapons that deal only bludgeoning damage are immune to this ability. The golhbrorn can release any number of stuck weapons as a free action. The save DC is Strength-based.

Breaching (Ex) As a full attack action, the golhbrorn may use its unholy strength to either spring into the air or plunge through the ground and move a number of squares equal to its move rating. This movement does not provoke attacks of opportunity, and must end in any unblocked space that the golhbrorn can fit into without squeezing. At the end of this movement, the golhbrorn can make a claw attack against every foe in its reach.

If any creatures are in the golhbrorns space when it breaches, these creatures are subject to the golhbrorns claw attacks, and are also moved (via forced movement) to an unblocked, unoccupied space adjacent to the golhbrorn (golhbrorn's choice).

Nine-Inch Nails +16 (3d6+10/x2) as slashing (physical, common) damage, plus Bruised, versus all enemies in reach

Resurgence (Ex) The first time in combat that the golhbrorn is reduced to zero or fewer hit points, it is not killed. Instead, it burrows beneath the surface and vanishes, as a triggered free action. Combat progresses normally until the golhbrorn's next turn, when at its normal initiative count, the golhbrorn bursts to the surface again, anywhere within 40 feet of its last position. At this point, the golhbrorn is reset to half its original hit point total (240 hit points) and any status conditions it was suffering are cleared.

Any enemy figure whose space is completely or partially inside the golhbrorn's space when it re-emerges is violently tossed aside by this resurgence. Allied creatures are simply moved aside with no other ill effects. The golhbrorn may move any and all creatures affected by resurgence to any legal square adjacent to its space. This is considered forced movement and does not provoke. All enemy creatures moved in this way must also make a Reflex save versus a DC of 22. If they fail this save, they are rendered prone adjacent to the golhbrorn and take 2d8+9 of damage. If they save, they are not prone and take half damage.

Bursting to the surface after Resurgence is a free action for the golhbrorn, and it may attack normally afterwards.

Mine! (Ex) If a creature attacks one of the golhbrorn's golhbrorn pups while within the threatened area of the golhbrorn, the golhbrorn may make an attack of opportunity against that creature prior to its attack against the pup.

Golhbrorn don't particularly care about their pups in a traditional parental sense, but they feel strongly that no one else should be allowed to beat up on them. They're their pups!

Crushing Leap (Ex) A jumping golhbrorn can land on its foes as a standard action, using its whole body to crush as many Medium or smaller creatures as will fit in its space. Creatures in the affected area must succeed on a DC 21 Reflex save or be pinned, automatically taking 4d6+18 points of bludgeoning damage during the next round unless the golhbrorn moves off them. If the golhbrornchooses to maintain the pin, it must succeed at a combat maneuver check as normal. Pinned foes take damage from the crushing leap each round if they don’t escape. The save DC is Constitution-based.

Leap (Ex) A golhbrorn can perform a special kind of pounce attack by jumping into combat. When a golhbrorncharges, it can make a DC 20 Acrobatics check to jump into the air and land next to its enemies. If it makes the Acrobatics check, it can follow up with four claw attacks against foes in reach, but cannot make a bite attack.

Savage Bite (Ex) A golhbrorn’s bite is particularly dangerous. It applies 1-1/2 times its Strength modifier to damage inflicted with its bite attack, and threatens a critical hit on a 19–20.

Sorcerous Plate (Su) A golhbrorn gains spell resistance, and whenever a ray or ranged touch attack fails to penetrate its spell resistance there is a 50% chance that the effect is deflected to strike a random creature within 30 feet, affecting that creature as if it were the original target.

All-Around Vision (Ex) An golhbrorn sees in all directions at once. It cannot be flanked.

Split (Ex) Each of the golhbrorn's heads functions independently of the other. A golhbrorn that is cut in half by 10 or more points of slashing damage from a single attack for a Tiny creature, 20 or more points of damage for a Small or Medium creature, 30 or more points of damage for a Large creature, 40 or more points of damage for a Huge creature, 50 or more points of damage for a Gargantuan creature, and 60 or more points of damage for a Colossal creature continues to function normally (each with half its current hit points) and reattaches its body together in 1d2 days. An golhbrorn that has been split cannot be split again until it reattaches.

Parasitic Bond (Su) Once per day with a successful thorn throw attack (see below), the golhbrorn can transform the thorns into a single burrowing, wriggling maggot that infests and infuses the target with a short-term curse from within unless the target succeeds at a Fortitude save. This parasite creates an unholy link to the target, binding it to the golhbrorn . This binding persists for 5 rounds, during which half of any hit point damage taken by the golhbrorn is dealt to the linked target instead. The type of damage remains consistent with the damage dealt to the golhbrorn . Only one parasitic bond can be maintained with one creature at a time. This bond is a curse and a disease effect.

Thorn Throw (Ex) A golhbrorn can shoot a fistful of needle-sharp thorns at a single target within 20 feet as a standard action. The thorn attack deals an amount of damage equal to a sting natural attack, with damage based on the golhbrorn’s size (1d4 for a Medium fey), except the attack is resolved as a thrown ranged attack instead of a melee attack. Thorn throw is always a primary attack.

Amphisbaena Creature (CR +2)[3pp]

An amphisbaena is a creature with a head on each end. More specifically, an amphisbaena consists of two sets of forequarters of a creature conjoined in the middle. Each head of the creature is independent, but they share a close bond that enables them to coordinate attacks and movement.

Bipedal amphisbaena creatures have two sets of arms. One set of arms is used for attacking and manipulating, while the other set is used for locomotion. Which set of arms is used for which purpose doesn’t matter to a humanoid amphisbaena; they can easily switch positions.
Creating an Amphisbaena Creature

“Amphisbaena Creature” is an inherited template that can be applied to any creature with a definite head (referred to as the “base creature”). It retains all the special abilities of the base creature, except as noted here.

CR: Same as the base creature +2.

Type: Animals and vermin become magical beasts, and humanoids become monstrous humanoids, but otherwise the type remains unchanged. The amphisbaena gains the augmented subtype if its type changes. Do not recalculate the creature’s base attack bonus, saves, or skill points.

Hit Dice: Same as base creature +3. Animals and vermin that become magical beasts change their HD type to d10s.

Defensive Abilities: An amphisbaena gains cold resistance 10 and the following defensive abilities:
All-Around Vision (Ex)

An amphisbaena sees in all directions at once. It cannot be flanked.
Split (Ex)

Each of the amphisbaena’s heads functions independently of the other. An amphisbaena that is cut in half by 10 or more points of slashing damage from a single attack for a Tiny creature, 20 or more points of damage for a Small or Medium creature, 30 or more points of damage for a Large creature, 40 or more points of damage for a Huge creature, 50 or more points of damage for a Gargantuan creature, and 60 or more points of damage for a Colossal creature continues to function normally (each with half its current hit points) and reattaches its body together in 1d2 days. An amphisbaena that has been split cannot be split again until it reattaches.

Attacks: An amphisbaena retains all the attacks of the base creature, except those which originate from the hind quarters. Each head, however, can make use of any attack that originates from the forequarters. Although a bipedal amphisbaena has two sets of arms, it can only attack with one set; the other set are used for balance and movement.

Special Attacks: An amphisbaena retains all the special attacks of the base creature, except those which originate from the hind quarters. Each head, however, can make use of any attack that originates from the forequarters. For example, an amphisbaena red dragon gains an additional breath weapon and bite attack (for the other head), but loses its tail slap. Increase the save DCs of any special attacks due to the base creature’s increased HD and increased ability scores.

Abilities: Str +4, Dex –2, Con +2.

Feats: An amphisbaena gains additional feats as normal from the increase in HD when applying this template.

Skills: An amphisbaena gains additional skill points from the increase in HD when applying this template. Amphisbaena have a +4 racial bonus on Perception skill checks.

[roll0]
[roll1]
[roll2]
[roll3]
[roll4]

The immense beast collapses in a torrent of upturned dust and rubble.


The immense creature before Arus is a gohlbrorn, a monstrous beast of the deep earth which draws power from the Elemental Stronghold of Earth, a dimension also known as the Plane of Earth.

It is native to the deep places of Athas, and is cultivated as both a living war machine and a beast of burden by inhabitants of these subterranean abysses, known as the Hollows or the Worm Holds. The seemingly endless network of under earth tunnels are so-named because of they comprise a serpentine network of caverns under the Tablelands dug by immense cave worms.

Local legends of Tyr suggest that the gohlbrorn is employed by a tribe of white gnomes who survived the Cleansing Wars and that trade with the Slave Lords and other powers of Under Tyr which connect with the Hollows.

Many of the gohlbrorn, as well as other white gnome war beasts, are also polluted by parasites of the deep earth, an infection known as worm rot or grouting.

Actually, I miscalculated. Only 53 is force damage, and that's all Tyren. The 1st roll in any set is to determine if it hits--That ridiculous number is just his attack bonus. When he hits, it's for way less damage. He averages, like, 10 damage a hit, I think. He just basically can't be resisted.
So, Damage totals:
53 Force = Tyr's total
7 piercing = Arbalester
[roll0] = Poison damage, if any(I updated the OOC, because I forgot for a moment that Hypertoxins override duration, interval, and onset.)
12 = force directly to wounds.

Marcarius5555
2019-04-03, 08:24 PM
Actually, I miscalculated. Only 53 is force damage, and that's all Tyren. The 1st roll in any set is to determine if it hits--That ridiculous number is just his attack bonus. When he hits, it's for way less damage. He averages, like, 10 damage a hit, I think. He just basically can't be resisted.
So, Damage totals:
53 Force = Tyr's total
7 piercing = Arbalester
[roll0] = Poison damage, if any(I updated the OOC, because I forgot for a moment that Hypertoxins override duration, interval, and onset.)
12 = force directly to wounds.

He's asleep anyway, and Arus Darii's habob cloud will eventually drain him to nothing, so I think we can still declare combat to be over.

The white robed-pterran regards Tyren with a slightly cocked head indicating an attitude of penetrating animal curiosity. Her glistening garment scintillates in an otherworldly fashion in the slender rays of moonlight which manage to penetrate the partially collapsed ceiling of the large chamber. It is as if the garment pulses rhythmically with an inner illumination that ebbs and flows like the breath of a living thing. The folds of her robe oscillate almost like the scales of a large reptile as she raises her arms munificently in a gesture of greeting, an action which also causes the pterran's vestigial wings to rise slightly of their own accord, as if in a humble acknowledgement of the work of her hands.

"Many and several thanks be to you traveler, for your timely intervention on our behalf. It appears that, for the present moment, we have foiled the machinations of our enemies and their erstwhile allies from the deep places of Athas."

"However, I doubt our respite shall endure for a long tenure, and we would do well to speedily remove ourselves from the present location, lest our assailants rally themselves for another perilous visitation upon our persons."

Thedez
2019-04-03, 08:41 PM
Tyren's garb, meanwhile, remained unremarkable. The only truly glowing material, the runes upon Tyren's bow, winked out of existence as he ran a hand over them. However, soon enough his skin almost seemed to glow with an ephemeral quality as he activated the magic within them. He nodded toward the two, but gave a cold look to the dead Gnome. Hands almost quivering in anger, he runs his hands over his bow, bringing now black runes. With a jagged slash, he summons up a Cacodaemon and points toward the dead figure. "Consign it's fate to oblivion. I want it's soul." He states coldly, hand out and waiting. It seems like his entire attention is dedicated toward the process and, once it's completed, he turns toward the others, with an apologetic bow. "I apologize for that display. There are only two things in this world I truly hate enough to destroy utterly...Cult leaders, and those who bend the wills of others to their own. Well, against their wills, anyway. Regardless, I agree--We can speak more within a more safe venue. Perhaps, given the nature of the beasts in the common room, our goals are aligned."


The first runes was his making a one-charge wand of Sirine's Grace, then Persisting it and casting it. So he's got +4 Dex/CHA, +6 perform, 60" swimspeed, and can attack underwater w/ no problem.
The second set of runes was Summon Cacodaemon, then using it's ability to turn the White Gnome's soul into a gem to prevent resurrection. Or at least make it harder.

Marcarius5555
2019-04-03, 11:07 PM
Tyren's garb, meanwhile, remained unremarkable. The only truly glowing material, the runes upon Tyren's bow, winked out of existence as he ran a hand over them. However, soon enough his skin almost seemed to glow with an ephemeral quality as he activated the magic within them. He nodded toward the two, but gave a cold look to the dead Gnome. Hands almost quivering in anger, he runs his hands over his bow, bringing now black runes. With a jagged slash, he summons up a Cacodaemon and points toward the dead figure. "Consign it's fate to oblivion. I want it's soul." He states coldly, hand out and waiting. It seems like his entire attention is dedicated toward the process and, once it's completed, he turns toward the others, with an apologetic bow. "I apologize for that display. There are only two things in this world I truly hate enough to destroy utterly...Cult leaders, and those who bend the wills of others to their own. Well, against their wills, anyway. Regardless, I agree--We can speak more within a more safe venue. Perhaps, given the nature of the beasts in the common room, our goals are aligned."


The first runes was his making a one-charge wand of Sirine's Grace, then Persisting it and casting it. So he's got +4 Dex/CHA, +6 perform, 60" swimspeed, and can attack underwater w/ no problem.
The second set of runes was Summon Cacodaemon, then using it's ability to turn the White Gnome's soul into a gem to prevent resurrection. Or at least make it harder.


As they observe both the performance and the results of Tyren's arcane sequestration of the white gnome's soul, both of the pterrans evidence obvious discomfort with the display.

The lips of the male curl noticeably, creasing its enlongated avian beak in an expression that is equal parts a grimace and a frown.

For her part, the female pterran clothed in the arresting white robe composed of uncountable luminescent biege scales, each articulated example of which is serrated slightly on their edges like the tooth of some fearsome desert predator, maintains an attitude of calculated reserve.

"I feel impressed to inquire as to what manner of sorcery you have just employed in the disposition of our enemies' spirit. This magic seems indescribably fell, something more akin to the wasting hexes of the late King Kalak's apprentice defilers than the weirding ways of the Tyr's hidden alliance of preservers, whose leaders' inquest is the occasion of the journey which I and my swordsman Skyseer have undertaken from our tribe's territory to the distant south."

Thedez
2019-04-04, 12:41 AM
As they observe both the performance and the results of Tyren's arcane sequestration of the white gnome's soul, both of the pterrans evidence obvious discomfort with the display.

The lips of the male curl noticeably, creasing its enlongated avian beak in an expression that is equal parts a grimace and a frown.

For her part, the female pterran clothed in the arresting white robe composed of uncountable luminescent biege scales, each articulated example of which is serrated slightly on their edges like the tooth of some fearsome desert predator, maintains an attitude of calculated reserve.

"I feel impressed to inquire as to what manner of sorcery you have just employed in the disposition of our enemies' spirit. This magic seems indescribably fell, something more akin to the wasting hexes of the late King Kalak's apprentice defilers than the weirding ways of the Tyr's hidden alliance of preservers, whose leaders' inquest is the occasion of the journey which I and my swordsman Skyseer have undertaken from our tribe's territory to the distant south."

Tyran nods and addresses the Pterrans directly. While he takes notice of the male's response to his own actions, he also disregards it. The Pterran has great enemies. Enemies great enough to summon the spawn of Xxyth en masse. They cannot very well afford to be scrupulous about the methods they use. "I won't go into the details, but to say the magic isn't something I learned from King Kalak or his ilk, nor is it used for the same ends. It's simply that there is no other magic available to me which can be used to prevent powers like the Xxyth from simply bringing back their agents after they've been slain in battle." He paused a moment, "And we don't have the time to properly dispose of these corpses."

Warlawk
2019-04-04, 01:50 PM
https://farm8.staticflickr.com/7873/33169158558_dd98220dcd_t.jpg (https://flic.kr/p/Sx3Bf7)IV Version 2.0 (http://www.myth-weavers.com/sheet.html#id=1835311)
F N Human - Advanced Template UC Monk (Sohei) 6 // Soulbolt 2, Stalker 3, Shiba Protector 1, Level 6, Init 21, HP 46/82/46/112, Speed 30' (*40')
AC 40, Touch 38, Flat-footed 32, CMD 49, Fort 16, Ref 24, Will 22, CMB +11, Base Attack Bonus 6
Stance Elven (Orcish) Hornbow +29/24 (2d6+33(+2 Fire), 19+X3)
Stance, RS, MS, DA, Flurry Elven (Orcish) Hornbow +25/25/25/25/20 (2d6+37(+2 Fire), )
(+6 Dex, +2 Deflect, +20 Misc)
Abilities Str 20, Dex 23, Con 27, Int 22, Wis 31, Cha 16
Condition Haste 10 rounds +1 Hit and Ref, +30' movement, extra attack on full attack

All these different magics make IV distinctly uncomfortable, yet sometimes you must do what needs be done regardless of how distasteful it is. She keeps her bow trained on the massive beast, arrow nocked and tension on the string without pulling to full draw. As the strange monstrosity is summoned she draws but doesn't loose as it seems to be under control though she does adjust her aim to cover both the apparently unconscious Xxyth beast and the summoner.

"Skyseer, I agree that it could be dangerous to remain here. Do you have another place that we can move to, with our friends of the Veil perhaps? This location is clearly compromised and staying is unsafe."

Marcarius5555
2019-04-04, 08:52 PM
Just as the winged pterran male who has identified himself as 'Skyseer' seemingly prepares to respond, the impromptu convocation in the dilapidated eastern wing of the Dragon's Tears is once again interrupted by a new interloper to the harried proceedings.

A significant disturbance alerts all gathered to the newcomer as rubble tumbles haphazardly in response to the forceful displacement of several large, smoothly-chiseled ashlar blocks from the structurally-compromised walls of the large chamber. First, it is one large, already cracked block of masonry that gives way. Then, two or three more quadrangular blocks of brick, granite, and concrete collapse inwards, contributing to the new pile of quickly-piling debris on the rubble-strewn floor of the former-bathing chamber. The ancient, partially-obscured murals of reclining revelers which had once ornamented the elaborate hot bath or caldarium are then completely shrouded in a new layer of dust, grit, and broken component's of the room's walls as a not insignificant component of the eastern wall falls inwards in a torrent of rocky detritus and resounding clamor.

When the displaced masonry has finally cleared, and its the thunderous reverberations caused by the wall's ad hoc disassembly finally quieted, a solitary figure enters through the new opening, its large profile highlighted in the stream of iridescent moonlight which is newly freed to spill into the interior of the ruined baths.

The light of the gibbering moon reveals a rider on a large beast, the latter an immense reptile of some sort marked by a distinctive double row of kite-shaped plates rising vertically along its rounded back, as well as a pairs of long spikes extending horizontally near the end of a winding, serpentine tail. It has a long and narrow skull that is abnormally small in proportion to the immense bulk of the creature's body. It scales appear to be primarily a stunning effervescent hue of emerald, though its carapace is in places supplemented by large mottled patches of sun orange, such as on the protuberances of its ribs, back plates, knee caps, shoulders, forehead, and other prominent joints or protruding features.

Astride the large beast its, on an elaborately-ornamented howdah, a large, muscular mul equipped with a large axe and clad in studded leather armor. Its armament appears to me made of the hide of a large sloth or similar animal, as the material consists of keratinous plates which are partially concealed beneath a dense layer of wiry hair. Its epaulets are made of long, curved claws, the latter probably extracted from the same animal from which its armor was harvested. Its bald scalp is partially hidden beneath the bleached skull of a large mammal.

The mul lifts its shield defensively as the last bit of the dust clears.

"Ho there, what's this then? I command you to halt and give answer in the name of the Council Guard. I was making my second round of district around Rephaim Square. I was about to investigate a mysterious fog that had gathered in the Square when I heard a great commotion within the Dragon's Tears. I thus abandoned my intended inspection of the Square, and hurried to inspect the commotion at the inn.

Inside, in the great room, I discovered a great slaughter, the corpses of many patrons and four large scorpion-like beasts filling the chamber with steaming carnage, and now I find you lot here. So, why don't you start out by telling me what's exactly happened here.

The mul then bristles noticeably, clenching its predatory incisors in a vise grip before veritably hissing the last of its pronouncement,

"And I promise you, if you had anything to do with this, there will be swift judgment from the representatives of the Council, for though the King is dead, there is still law in this city!"
https://i.pinimg.com/originals/cc/ed/78/cced7873d58f9efa22a5030669d2958d.jpg
https://sep.yimg.com/ay/prehistory/giant-stegosaurus-dinosaur-cardboard-stand-up-1.jpg

Warlawk
2019-04-04, 09:54 PM
https://farm8.staticflickr.com/7873/33169158558_dd98220dcd_t.jpg (https://flic.kr/p/Sx3Bf7)IV Version 2.0 (http://www.myth-weavers.com/sheet.html#id=1835311)
F N Human - Advanced Template UC Monk (Sohei) 6 // Soulbolt 2, Stalker 3, Shiba Protector 1, Level 6, Init 21, HP 46/82/46/112, Speed 30' (*40')
AC 40, Touch 38, Flat-footed 32, CMD 49, Fort 16, Ref 24, Will 22, CMB +11, Base Attack Bonus 6
Stance Elven (Orcish) Hornbow +29/24 (2d6+33(+2 Fire), 19+X3)
Stance, RS, MS, DA, Flurry Elven (Orcish) Hornbow +25/25/25/25/20 (2d6+37(+2 Fire), )
(+6 Dex, +2 Deflect, +20 Misc)
Abilities Str 20, Dex 23, Con 27, Int 22, Wis 31, Cha 16
Condition Haste 10 rounds +1 Hit and Ref, +30' movement, extra attack on full attack

IV lowers her bow and raises one hand placatingly "Be at ease guardsman you've found the survivors, not the instigators. As darkness fell those scorpion beasts attacked while we were taking our ease in the common room. We were barely able to fend for ourselves and sadly were not able to save the innocent bystanders there" she gestures, sort of a 'toss away' motion toward the common room. "When we retired away from the carnage there to talk over what happened yet more abominations burst from the ground to plague us."

Thedez
2019-04-04, 09:56 PM
Just as the winged pterran male who has identified himself as 'Skyseer' seemingly prepares to respond, the impromptu convocation in the dilapidated eastern wing of the Dragon's Tears is once again interrupted by a new interloper to the harried proceedings.

A significant disturbance alerts all gathered to the newcomer as rubble tumbles haphazardly in response to the forceful displacement of several large, smoothly-chiseled ashlar blocks from the structurally-compromised walls of the large chamber. First, it is one large, already cracked block of masonry that gives way. Then, two or three more quadrangular blocks of brick, granite, and concrete collapse inwards, contributing to the new pile of quickly-piling debris on the rubble-strewn floor of the former-bathing chamber. The ancient, partially-obscured murals of reclining revelers which had once ornamented the elaborate hot bath or caldarium are then completely shrouded in a new layer of dust, grit, and broken component's of the room's walls as a not insignificant component of the eastern wall falls inwards in a torrent of rocky detritus and resounding clamor.

When the displaced masonry has finally cleared, and its the thunderous reverberations caused by the wall's ad hoc disassembly finally quieted, a solitary figure enters through the new opening, its large profile highlighted in the stream of iridescent moonlight which is newly freed to spill into the interior of the ruined baths.

The light of the gibbering moon reveals a rider on a large beast, the latter an immense reptile of some sort marked by a distinctive double row of kite-shaped plates rising vertically along its rounded back, as well as a pairs of long spikes extending horizontally near the end of a winding, serpentine tail. It has a long and narrow skull that is abnormally small in proportion to the immense bulk of the creature's body. It scales appear to be primarily a stunning effervescent hue of emerald, though its carapace is in places supplemented by large mottled patches of sun orange, such as on the protuberances of its ribs, back plates, knee caps, shoulders, forehead, and other prominent joints or protruding features.

Astride the large beast its, on an elaborately-ornamented howdah, a large, muscular mul equipped with a large axe and clad in studded leather armor. Its armament appears to me made of the hide of a large sloth or similar animal, as the material consists of keratinous plates which are partially concealed beneath a dense layer of wiry hair. Its epaulets are made of long, curved claws, the latter probably extracted from the same animal from which its armor was harvested. Its bald scalp is partially hidden beneath the bleached skull of a large mammal.

The mul lifts its shield defensively as the last bit of the dust clears.

"Ho there, what's this then? I command you to halt and give answer in the name of the Council Guard. I was making my second round of district around Rephaim Square. I was about to investigate a mysterious fog that had gathered in the Square when I heard a great commotion within the Dragon's Tears. I thus abandoned my intended inspection of the Square, and hurried to inspect the commotion at the inn.

Inside, in the great room, I discovered a great slaughter, the corpses of many patrons and four large scorpion-like beasts filling the chamber with steaming carnage, and now I find you lot here. So, why don't you start out by telling me what's exactly happened here.

The mul then bristles noticeably, clenching its predatory incisors in a vise grip before veritably hissing the last of its pronouncement,

"And I promise you, if you had anything to do with this, there will be swift judgment from the representatives of the Council, for though the King is dead, there is still law in this city!"
https://i.pinimg.com/originals/cc/ed/78/cced7873d58f9efa22a5030669d2958d.jpg
https://sep.yimg.com/ay/prehistory/giant-stegosaurus-dinosaur-cardboard-stand-up-1.jpg

Tyren looked from the Pterrans--Apparently quite content to allow them to handle the situation, by the looks of it--And rose an eyebrow, before turning his head to look over to the guard. It appears that our expedient retreat to a more convenient location has been somewhat delayed. The bard replaced the bow, handing it over to one of his Poppens to hold on to it for him, and bowed before the city official. "Well met and welcome, sir. I suppose I'll start with my account of the current events. I am Tyren Lourofesh, a scholar under the employ of the Graven Wardens. I had been making my way to the Dragon's Tears to meet with a colleague regarding certain texts referencing to Tyr's ancient history, and upon entering the common-room had found the same-such scene as you had witnessed yourself. The beings, for reference, appear to be chyig'sygg, foul progeny of the Xxyth that slavers tend to capture and utilize for whatever nefarious purposes one might need a war-beast for. Their presence merited further investigation, and so I made my way toward the back-room, where I had discovered an Amphisbaena Grolbrorn," He pointed toward the sleeping creature currently withering away before their eyes, "And what was presumably its dead trainer." He pointed toward the pale white gnome. "They are war-beasts of the white gnomes, pulled from the Earthen Realm and typically infected with particularly awful parasites. Upon seeing the raging beast, I aided them in subduing it. We were fearful of the possibility of more such creatures encroaching upon the inn, and so were discussing what we should do next so as to leave immediate harm when you came upon the scene." He did not offer a smile, as the situation was not appropriate for the matter, but instead gave the man a grave look. Upon straightening from his bow, he stood with arms folded behind him and looked the man straight in the eye.
[roll0] Peformance replacing a Diplomacy roll to try and improve the relations of the guard.

HumanTemplate
2019-04-05, 02:59 AM
Arus dispells the Haboob after a minute, enough to drain the creature down. It would make such a fine thrall. It would be a waste to kill it. But his thoughts and the conversation with skyseer are interrupted by the Council Guard.

At first, Arus lets the others talk. His facade as a former gladiator would ensure that he looks the part of a henchman. As the bard tries to convince the guard, Arus subtly moves to a corner and mentally intertwins the newcomers speech, with a spell of his own making.

He would only use the spell if dimplomacy fails.

The guard feels that this people are telling the truth, and Arus uses telepathy to convey he suggestion that he should better look elsewhere for the responsibles and that we had nothing to do with this and he would do better not talking about us.

Using Versatile spell to cast a Silented Suggestion and Sleight of hands conceal spell trick to make it look as part of the bard's speech. Asi if the mental command came from his voice and not my mental orders.

DC 28 (24 lvl 3 spells +2 Mind Bender feat +1 Spell focus Enchantment +1Surprise casting)

these are not the droids you are looking for

Marcarius5555
2019-04-05, 04:47 AM
Tyren looked from the Pterrans--Apparently quite content to allow them to handle the situation, by the looks of it--And rose an eyebrow, before turning his head to look over to the guard. It appears that our expedient retreat to a more convenient location has been somewhat delayed. The bard replaced the bow, handing it over to one of his Poppens to hold on to it for him, and bowed before the city official. "Well met and welcome, sir. I suppose I'll start with my account of the current events. I am Tyren Lourofesh, a scholar under the employ of the Graven Wardens. I had been making my way to the Dragon's Tears to meet with a colleague regarding certain texts referencing to Tyr's ancient history, and upon entering the common-room had found the same-such scene as you had witnessed yourself. The beings, for reference, appear to be chyig'sygg, foul progeny of the Xxyth that slavers tend to capture and utilize for whatever nefarious purposes one might need a war-beast for. Their presence merited further investigation, and so I made my way toward the back-room, where I had discovered an Amphisbaena Grolbrorn," He pointed toward the sleeping creature currently withering away before their eyes, "And what was presumably its dead trainer." He pointed toward the pale white gnome. "They are war-beasts of the white gnomes, pulled from the Earthen Realm and typically infected with particularly awful parasites. Upon seeing the raging beast, I aided them in subduing it. We were fearful of the possibility of more such creatures encroaching upon the inn, and so were discussing what we should do next so as to leave immediate harm when you came upon the scene." He did not offer a smile, as the situation was not appropriate for the matter, but instead gave the man a grave look. Upon straightening from his bow, he stood with arms folded behind him and looked the man straight in the eye.
[roll0] Peformance replacing a Diplomacy roll to try and improve the relations of the guard.

The mul guard appears thoroughly nonplussed by Thyren's remark, his grimace only increasing in severity, his jaw set with such firmness that its surprises the spelunker that his impressive rows of shark-like incisors do not violently break their fellows as a result of the evident strain.

"Ah, so you are one of dust stirrers who prowl about the molechim shrines, he refers to the ill-reputed pyres of the diseased and prematurely fallen that are ceremoniously incinerated in one of the oldest and most readily avoided corners of the Free City's cemeteries "well, that is certainly a point of... interest. Know bone collector that you speak with Thammuz Hakedar of the shield brothers known as the Megatharus Hasgaran, and that I do not take lightly your disturbance of the Council's peace within the my appointed watch this night."

Thammuz Hakedar assumes the posture of a poised beast as he seems to prepare for combat...

Marcarius5555
2019-04-05, 04:51 AM
Arus dispells the Haboob after a minute, enough to drain the creature down. It would make such a fine thrall. It would be a waste to kill it. But his thoughts and the conversation with skyseer are interrupted by the Council Guard.

At first, Arus lets the others talk. His facade as a former gladiator would ensure that he looks the part of a henchman. As the bard tries to convince the guard, Arus subtly moves to a corner and mentally intertwins the newcomers speech, with a spell of his own making.

He would only use the spell if dimplomacy fails.

The guard feels that this people are telling the truth, and Arus uses telepathy to convey he suggestion that he should better look elsewhere for the responsibles and that we had nothing to do with this and he would do better not talking about us.

Using Versatile spell to cast a Silented Suggestion and Sleight of hands conceal spell trick to make it look as part of the bard's speech. Asi if the mental command came from his voice and not my mental orders.

DC 28 (24 lvl 3 spells +2 Mind Bender feat +1 Spell focus Enchantment +1Surprise casting)

these are not the droids you are looking for

That's a Will save presumably right?

[roll0]

Thammuz appears to relax inexplicably, his jaw losing its tenseness. In a moment he replies, almost lazily,

"Seems like there's not much to see here though, that the Council's peace has been disturbed and regained before my arrival, and I should really look into that fog in the square south of the inn. Something odd going on there..."

EDIT: Then, as if stirred by some inner power, the guard appears to throw off his languor in order to reset his attention on the matter at hand,

"But, really, I cannot countenance the strangeness of this assembly. I have heard from this spelunker. But, who are you?" He points his axe threateningly at Arus and moves his mount closer to the human.

HumanTemplate
2019-04-05, 05:09 AM
Arus telepatically says to the skyseer: Skyseer. Let us move fast, take us where you think we can speak with some privacy.

But then the guard shrugs off the suggestion.

Well I'm an old gladiator, I came back to see the city free and meet the new rulers. Whom I expect to be fair. And give freemen the advantage of judging them by their deeds.


Bluff 1d20+15 Diplomacy 1d20+11
If this fails I'll cast a Dominate Animal on his dinosaur, and have him trash the place and look crazy

5ColouredWalker
2019-04-06, 02:21 AM
Kathus Krin

Kathus Krin knew he was going to be late. He'd told his handler such. He wasn't expecting to be this late though. And thus, he ended up taking the express route, flying through the air on wings shifted to be feathered, an odd sight for anyone that noticed the quietly flying elf, but he would be landing soon. Hopefully not-too much had occured in his absence.

Touching down he thought he had heard odd sounds, maybe battle, but it was quiet. Taking a moment to merge his wings into his skin and reseal his armor, Kathus set out on a brisk walk to The Dragon's Tears, only to find the place partially collapsed. and Mul guard of seemingly high rank staring down a group including the Pterrans he was supposed to meet... The thought 'I should just turn around' lasted only a few seconds.

"My favourite tavern!"
Enough to maybe distract the Mul and get a better look at everyone.


Taking 10 on knowledges to identify the various people everywhere. +13 on all knowledge skills for 23, should be enough to identify most people with Knowledge Local.
Anyone identifying Kathus will probably have a bonus due to Renown if they spend any time at the Gladiator pits.
Taking 10 on Bluff for 23 'Just an innocent person who just arrived here.', or Acting for 18 if more appropriate.

Thedez
2019-04-06, 02:36 PM
Tyren, seeing this particular exchange between everyone and how quickly everything was devolving into chaos, spoke up once more, this time beginning with a use of fascinate. A quick strum down the lute and some fairly impressive and complicated finger-picking provided the prelude to Tyren's own interjection into the events as he walked toward them. "Shieldbrother, fellow citizens, I believe we can all find adequate answers to all the questions made by this incursion through conversation." He looked toward each of the various figures--Including the newest one to emerge, an apparent regular of the tavern who appears to have been somewhat devastated by its' current state, "But doing so here and now is perhaps not the best course of action. This is a morbid locale to discuss the goings-ons and details of this most recent excursion into Tyr, and we'd all be better suited to retire to a location more apt for discussion. I, personally, would be inclined to offer my meager insights toward your fog, Shieldbrother, if you would accept my assistance in the matter."


DC for the Fascinate: 19
Perform check to persuade the guard to consider discussion, and maybe accept his help with the fog matter: [roll0]

Toptomcat
2019-04-08, 02:41 AM
Two Weeks Ago- Artisan District

A slight figure moves along a row of earthen cauldrons, each as tall as her waist. Examining each in turn, she takes in every detail: the exact shade of the dull green mixture therein, its smooth and uniform consistency, the way its syrupy viscosity makes it cling to a stirring rod, the glossy, tacky sheen it takes on when daubed on a surface and allowed to cool, its acrid and medicinal smell.

Finally, she allows herself a tiny smile.

"That does it. The process will scale to five-gallon batches, and it will do it reliably and dependably. If we use freshly-fired vessels for each batch, if we use the coal burners instead of wood or peat, if we take the time to cut the nodules out and do it out of direct sunlight and we use the fermented kank-flesh extract and and quit buying the ****ing slop that Ghazi keeps trying to sell as black vitriol, the Council will have all the jackalroot essence their withered little hearts desire.

I am done."

Two apprentices share an uncertain glance.

"Aaah- don't we have another six or nine months of work to set up the-"

"You have another nine months of work to do if everything goes absolutely perfectly. Really, closer to a year and a half if getting the kank-flesh fermentation right turns out to be tricky as I suspect it's going to be. But the core of the thing is done, and I am putting in for some fieldwork. The Council said this was urgent and I delivered, dammit. This would've taken you two decades and two dozen dead alchemists without me. But three months of fourteen-hour workdays have put me off of research for a while. I want to kill things."

"How are we even going to-"

"You'll manage. If you quit being sloppy with spirits of hartshorn, you might even keep your eyesight."

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

Now

Jin En Mok feels good to be out in the world again, feeling the blazing red sun, the comfortable weight of her shield and spear at her back, the fuzziness of Gu brushing at her heels, the nervous gazes of smart street toughs, the avaricious gazes of the stupid ones. She feels less good to be late with the rendezvous with her contact, and particularly ungood when she abruptly realizes that the building she was headed to ought to have more walls than are presently in evidence.

Still, as she heads a bit closer, she sees Asher's signature white robes and relaxes a bit. The pointy-headed sage isn't dead, then- just located and tracked by unknown means, attacked by a now-dead monstrous underground creature, and presently in trouble with the law.

She ducks momentarily into an alley and pulls a tiny vial from a belt pouch- true, transparent glass, a rarity on Athas. A swallow, and her flesh ripples and flows, until her appearance resembles a full-blooded elf with coal-black skin and a broader nose. No sense picking a fight with the law wearing her own face, after all. With a muttered syllable and a hand gesture, Gu slinks off behind a corner and lies in wait: Jin assumes a carefully-practiced air of innocence, projecting the air of a curious passerby attracted by the noise and the prospect of dramatic violence even as she palms a poisoned needle and steps ever closer...

Assuming Poisoner's Stance.

Out of sight, poisoning my spearhead with arcanotoxin (DC 30), and a needle with elf poison (DC 23): taking an extract of Disguise Self and taking 10 on the resultant Disguise check for a total of 30.

Nonverbal Bluff: I'm not involved or more than peripherally interested- just getting closer to get a better look at all these interesting goings-on. [roll0]

Marcarius5555
2019-04-09, 01:34 AM
Arus telepatically says to the skyseer: Skyseer. Let us move fast, take us where you think we can speak with some privacy.

But then the guard shrugs off the suggestion.

Well I'm an old gladiator, I came back to see the city free and meet the new rulers. Whom I expect to be fair. And give freemen the advantage of judging them by their deeds.


Bluff [roll0] Diplomacy [roll1]
If this fails I'll cast a Dominate Animal on his dinosaur, and have him trash the place and look crazy



Damn, yes I was diting the original post which assumed the guard was suggested.

Bluff
(1d20+15)[22]

Diplomacy
(1d20+11)[15]

Mechanical Issues:Bluff is an opposed roll to Sense Motive, and Diplomacy is against his original condition -- the second fails, and I'm rolling for Bluff.

[roll2]

I'm not sure about the mechanical issue if you're trying to Dominate Animal with the stegosaurus -- should you have to roll Initiative for that? Or should he get some kind of Perception roll to see what you're doing, and have a chance to react?

The mul warrior appears quite unimpressed by Arus' remarks.

Marcarius5555
2019-04-09, 01:40 AM
Kathus Krin

Kathus Krin knew he was going to be late. He'd told his handler such. He wasn't expecting to be this late though. And thus, he ended up taking the express route, flying through the air on wings shifted to be feathered, an odd sight for anyone that noticed the quietly flying elf, but he would be landing soon. Hopefully not-too much had occured in his absence.

Touching down he thought he had heard odd sounds, maybe battle, but it was quiet. Taking a moment to merge his wings into his skin and reseal his armor, Kathus set out on a brisk walk to The Dragon's Tears, only to find the place partially collapsed. and Mul guard of seemingly high rank staring down a group including the Pterrans he was supposed to meet... The thought 'I should just turn around' lasted only a few seconds.

"My favourite tavern!"
Enough to maybe distract the Mul and get a better look at everyone.


Taking 10 on knowledges to identify the various people everywhere. +13 on all knowledge skills for 23, should be enough to identify most people with Knowledge Local.
Anyone identifying Kathus will probably have a bonus due to Renown if they spend any time at the Gladiator pits.
Taking 10 on Bluff for 23 'Just an innocent person who just arrived here.', or Acting for 18 if more appropriate.


Bluff opposed check:

[roll0]



The mul Thammuz Hakedar is a member of an elite portion of the city watch known as Essonodotheereeəm Istilarti, an elite squadron that has mostly been recruited from former gladiators. The stegosaurus which he rides is doubtless also a former inhabitant of the Great Arena.

The pterrans are members of a singed southern tribe that arrives regularly on a biannual schedule to consult with the Veiled Alliance of the city. They are known as the kamistala'i, and worship four ancient Air Drakes as the representatives of the cardinal winds. They are renowned for the elemental lords among their air clerics and druids.

The dead animal and the gnome are inhabitants of the deep places of Athas. The gnome is a White Gnome, and its felled war beast is a gohlbrorn, a large animal that resembles the snapping turtles found in the large lake in the midst of the Free City.

You can read the background on each PCs Mythweaver's sheet




The mul appears to react more responsively to Kanthus than to the human to which he had just been speaking.

Marcarius5555
2019-04-09, 01:55 AM
Tyren, seeing this particular exchange between everyone and how quickly everything was devolving into chaos, spoke up once more, this time beginning with a use of fascinate. A quick strum down the lute and some fairly impressive and complicated finger-picking provided the prelude to Tyren's own interjection into the events as he walked toward them. "Shieldbrother, fellow citizens, I believe we can all find adequate answers to all the questions made by this incursion through conversation." He looked toward each of the various figures--Including the newest one to emerge, an apparent regular of the tavern who appears to have been somewhat devastated by its' current state, "But doing so here and now is perhaps not the best course of action. This is a morbid locale to discuss the goings-ons and details of this most recent excursion into Tyr, and we'd all be better suited to retire to a location more apt for discussion. I, personally, would be inclined to offer my meager insights toward your fog, Shieldbrother, if you would accept my assistance in the matter."


DC for the Fascinate: 19
Perform check to persuade the guard to consider discussion, and maybe accept his help with the fog matter: [roll0]


So the first check is for a Saving Throw (Will?) for if Fascinate applies, and the second if Tyren can get him to do anything?

Marcarius5555
2019-04-09, 01:57 AM
Two Weeks Ago- Artisan District

A slight figure moves along a row of earthen cauldrons, each as tall as her waist. Examining each in turn, she takes in every detail: the exact shade of the dull green mixture therein, its smooth and uniform consistency, the way its syrupy viscosity makes it cling to a stirring rod, the glossy, tacky sheen it takes on when daubed on a surface and allowed to cool, its acrid and medicinal smell.

Finally, she allows herself a tiny smile.

"That does it. The process will scale to five-gallon batches, and it will do it reliably and dependably. If we use freshly-fired vessels for each batch, if we use the coal burners instead of wood or peat, if we take the time to cut the nodules out and do it out of direct sunlight and we use the fermented kank-flesh extract and and quit buying the ****ing slop that Ghazi keeps trying to sell as black vitriol, the Council will have all the jackalroot essence their withered little hearts desire.

I am done."

Two apprentices share an uncertain glance.

"Aaah- don't we have another six or nine months of work to set up the-"

"You have another nine months of work to do if everything goes absolutely perfectly. Really, closer to a year and a half if getting the kank-flesh fermentation right turns out to be tricky as I suspect it's going to be. But the core of the thing is done, and I am putting in for some fieldwork. The Council said this was urgent and I delivered, dammit. This would've taken you two decades and two dozen dead alchemists without me. But three months of fourteen-hour workdays have put me off of research for a while. I want to kill things."

"How are we even going to-"

"You'll manage. If you quit being sloppy with spirits of hartshorn, you might even keep your eyesight."

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

Now

Jin En Mok feels good to be out in the world again, feeling the blazing red sun, the comfortable weight of her shield and spear at her back, the fuzziness of Gu brushing at her heels, the nervous gazes of smart street toughs, the avaricious gazes of the stupid ones. She feels less good to be late with the rendezvous with her contact, and particularly ungood when she abruptly realizes that the building she was headed to ought to have more walls than are presently in evidence.

Still, as she heads a bit closer, she sees Asher's signature white robes and relaxes a bit. The pointy-headed sage isn't dead, then- just located and tracked by unknown means, attacked by a now-dead monstrous underground creature, and presently in trouble with the law.

She ducks momentarily into an alley and pulls a tiny vial from a belt pouch- true, transparent glass, a rarity on Athas. A swallow, and her flesh ripples and flows, until her appearance resembles a full-blooded elf with coal-black skin and a broader nose. No sense picking a fight with the law wearing her own face, after all. With a muttered syllable and a hand gesture, Gu slinks off behind a corner and lies in wait: Jin assumes a carefully-practiced air of innocence, projecting the air of a curious passerby attracted by the noise and the prospect of dramatic violence even as she palms a poisoned needle and steps ever closer...

Assuming Poisoner's Stance.

Out of sight, poisoning my spearhead with arcanotoxin (DC 30), and a needle with elf poison (DC 23): taking an extract of Disguise Self and taking 10 on the resultant Disguise check for a total of 30.

Nonverbal Bluff: I'm not involved or more than peripherally interested- just getting closer to get a better look at all these interesting goings-on. [roll0]

Roll for opposed check for Bluff:

[roll0]

Rats, try again in next post.

Marcarius5555
2019-04-09, 02:00 AM
Trying again:

[roll0]

The mul turns to regard the newcomer suspiciously.

HumanTemplate
2019-04-09, 02:45 AM
As soon as the Mul turns around, distracted, Arus sends a mental message to Skyseer.



Let us go now.

And he concentrates on the mul and his stegosaurus.

Using an action point to cast a Chained Tormenting thirs on the Mul and the stegosaurus. Burning a use of my ring of still spells. Will negates DC for the Mul is 28 (24+2Compulsion Spells+1Cloaked Casting, +1Enchantment)

And 26 for the Stegosaurus.

If failed they are affected 6 rounds and must run for water and drink compulsively.


Init, in case it is necessary.

[roll0]

Thedez
2019-04-09, 11:10 AM
So the first check is for a Saving Throw (Will?) for if Fascinate applies, and the second if Tyren can get him to do anything?

First check is a saving throw to catch everyone's attention. Second one is to see if he can convince everyone that, no really, maybe we should talk about this elsewhere.

Marcarius5555
2019-04-10, 05:34 AM
First check is a saving throw to catch everyone's attention. Second one is to see if he can convince everyone that, no really, maybe we should talk about this elsewhere.

So is just the guard rolling, or is everyone, I'm confused now?

Thedez
2019-04-10, 05:55 AM
So is just the guard rolling, or is everyone, I'm confused now?

Everyone within 90 ft. would be rolling will, at least.
Whether everyone rolls for diplomacy really depends on their characters.

HumanTemplate
2019-04-10, 07:08 AM
Will save [roll0]

Warlawk
2019-04-10, 03:08 PM
Will Save: [roll0]

Toptomcat
2019-04-10, 04:19 PM
Will save: [roll0]

Marcarius5555
2019-04-11, 11:25 AM
As soon as the Mul turns around, distracted, Arus sends a mental message to Skyseer.



Let us go now.

And he concentrates on the mul and his stegosaurus.

Using an action point to cast a Chained Tormenting thirs on the Mul and the stegosaurus. Burning a use of my ring of still spells. Will negates DC for the Mul is 28 (24+2Compulsion Spells+1Cloaked Casting, +1Enchantment)

And 26 for the Stegosaurus.

If failed they are affected 6 rounds and must run for water and drink compulsively.


Init, in case it is necessary.

[roll0]


Rollin' for the guard and his trusty beast.

[roll0]
[roll1]

Both the guard and his steed are suddenly stricken with a seemingly implacable thirst, and begin to search feverishly for the largest of the available puddles in the ruined baths. Once they have located a brackish pool of sufficient size, they both crouch, one beside the other, and begin to slavishly gulp down the dirtied liquid. It is, to say the least, a discordant and off-putting spectacle.

Perceiving a perhaps narrow opening offered by the incredible state of the mul and his immense mount, Skyseer directs Arus and the rest of the party out of the ragged hole in the masonry through which the interloper had recently made his forceful ingress.

"Come, let us be away to my people's safe house. There, we may take stock of our circumstances and coordinate our next stratagems against the enemy."

HumanTemplate
2019-04-11, 11:43 AM
Arus swiftly follows Skyseer.

I freaking love Metamagic with Action Points

Marcarius5555
2019-04-11, 12:14 PM
No sooner has Arus exited the Dragon's Tears than it becomes apparent that the city streets may offer no more freedom than the confines of the devastated establishment's former bathing chambers.

The considerable expanse of Rephaim Square is covered in dense fog, making the way forward difficult to discern...

Skyseer's voice raises a point of concern,

""This apparition seems... unnatural to me."

Warlawk
2019-04-11, 02:41 PM
https://farm8.staticflickr.com/7873/33169158558_dd98220dcd_t.jpg (https://flic.kr/p/Sx3Bf7)IV (https://www.myth-weavers.com/sheet.html#id=1835311)

IV follows along, thoroughly uncomfortable with all the magic hanging in the air tonight. She desperately wants to sit and cry, remembering the smile and easy laughter of Flavia, fallen to these beasts. Later. Soon. Hold it together. These Pterran need your help. She follows as the Pterran and others move through the streets, keeping her bow pointed low, arrow nocked. Keeping slightly to the rear of the group so she has a clear line of fire on anything that would approach the group, she responds to any prompts or questions with nods or other non verbal cues, not trusting her voice to be steady at the moment.

As they approach Rephaim Square she keeps her bow trained on the unnatural looking fog, a silent hum of energy pulsing through the weapon in her hands. She keeps a close watch and moves to provide covering fire for anyone that approaches the fog.


Mindsight (http://dnd.arkalseif.info/feats/lords-of-madness--72/mindsight--1960/) allows me to see the mind of any intelligent creature within 200'
Ready an action to shoot anything that attacks the group.

Marcarius5555
2019-04-11, 09:50 PM
https://farm8.staticflickr.com/7873/33169158558_dd98220dcd_t.jpg (https://flic.kr/p/Sx3Bf7)IV (https://www.myth-weavers.com/sheet.html#id=1835311)

IV follows along, thoroughly uncomfortable with all the magic hanging in the air tonight. She desperately wants to sit and cry, remembering the smile and easy laughter of Flavia, fallen to these beasts. Later. Soon. Hold it together. These Pterran need your help. She follows as the Pterran and others move through the streets, keeping her bow pointed low, arrow nocked. Keeping slightly to the rear of the group so she has a clear line of fire on anything that would approach the group, she responds to any prompts or questions with nods or other non verbal cues, not trusting her voice to be steady at the moment.

As they approach Rephaim Square she keeps her bow trained on the unnatural looking fog, a silent hum of energy pulsing through the weapon in her hands. She keeps a close watch and moves to provide covering fire for anyone that approaches the fog.


Mindsight (http://dnd.arkalseif.info/feats/lords-of-madness--72/mindsight--1960/) allows me to see the mind of any intelligent creature within 200'
Ready an action to shoot anything that attacks the group.

The warrior maiden can detect a large number, maybe three dozen, entities gathered in the center of the square, holding, it would seem, some kind of nocturnal convention within the chilly embrace of the clinging mists.

Thedez
2019-04-11, 10:04 PM
Tyren looks to the guard with a brief moment of pity--He'd really wanted to help the poor man do his job. Certainly, it occurred to him that the Shield-Brothers might well come be able to secure the scene much better than a group of total strangers, but by the same token, he was fearful of what all these Xxyth and the white gnome meant. If a cult were to have established enough of a foothold within the city...I can't let that happen. I won't let that happen. Never again! An irrational part of his mind took almost personal offense to the idea, as though it were he himself being forced into association with the Xxyth. He clenched his fists and steeled himself for what was to come.

As the Pterran, his only lead as to what might be going on, continued out of the room, Tyren hesitated. He wasn't really here to help these people. He didn't very well know these people. They might not even particularly need his help. They look very capable, and one of them obviously has some potent powers, though the nature of which and the source of which he could not yet ascertain. He even saw what looked to be another archer. But the moment passed and Tyren shook his head. He could always return to his people when he was no longer able to investigate this phenomena, but regardless of what was going on, his knowledge of the history of Tyr and the magics surrounding it may well come in handy. So he followed.

And was immediately met with one such occasion where his skills might yet be warranted. "This fog...Wasn't here a few minutes ago." He peered about, squinting his eyes at the area around him. Unfortunately, he didn't really have anything he could do to tell better than maybe getting an eye for the situation and figuring out the last time he'd heard such an event unfolding.


Taking 10 for 35 on Know: Arcane, Know: Religion, Know: Psionics, and 32 for Know: History. I'm looking to see if I can identify the effect we're dealing with here, and as much information as I can get on it.
[roll0] That's a spellcraft in the event that I need to determine if it's a spell and if so what kind.
[roll1] That's perception for trying to spot anything out of the ordinary that might be related to this mess.

Marcarius5555
2019-04-12, 02:12 AM
Tyren looks to the guard with a brief moment of pity--He'd really wanted to help the poor man do his job. Certainly, it occurred to him that the Shield-Brothers might well come be able to secure the scene much better than a group of total strangers, but by the same token, he was fearful of what all these Xxyth and the white gnome meant. If a cult were to have established enough of a foothold within the city...I can't let that happen. I won't let that happen. Never again! An irrational part of his mind took almost personal offense to the idea, as though it were he himself being forced into association with the Xxyth. He clenched his fists and steeled himself for what was to come.

As the Pterran, his only lead as to what might be going on, continued out of the room, Tyren hesitated. He wasn't really here to help these people. He didn't very well know these people. They might not even particularly need his help. They look very capable, and one of them obviously has some potent powers, though the nature of which and the source of which he could not yet ascertain. He even saw what looked to be another archer. But the moment passed and Tyren shook his head. He could always return to his people when he was no longer able to investigate this phenomena, but regardless of what was going on, his knowledge of the history of Tyr and the magics surrounding it may well come in handy. So he followed.

And was immediately met with one such occasion where his skills might yet be warranted. "This fog...Wasn't here a few minutes ago." He peered about, squinting his eyes at the area around him. Unfortunately, he didn't really have anything he could do to tell better than maybe getting an eye for the situation and figuring out the last time he'd heard such an event unfolding.


Taking 10 for 35 on Know: Arcane, Know: Religion, Know: Psionics, and 32 for Know: History. I'm looking to see if I can identify the effect we're dealing with here, and as much information as I can get on it.
[roll0] That's a spellcraft in the event that I need to determine if it's a spell and if so what kind.
[roll1] That's perception for trying to spot anything out of the ordinary that might be related to this mess.



The venerable archives of the Kherrevim-HaShommrim, known as the Dust Vault, speak of an ancient practice of the Thief and Assassin Guilds of the Free City known as the 'Night Court'. This parallel institution of judgment exists as a completely separate legal system from those conducted by the Templars and their deputies for the ordinary population of the metropolis. The Night Court is the manner in which the ruling council and the Guild Master of the Thief and Assassin Guilds convene to punish criminals who have broken the unwritten, but not un-codified, laws that govern behavior and exchanges in the black market. This unwritten code is known as the black law or the Tawratzalmavet. The juries of the Thief and Assassins Guilds convene under the cover of invisibility and an arcane fog to dispense their implaccable justice.

Thedez
2019-04-12, 11:41 AM
The venerable archives of the Kherrevim-HaShommrim, known as the Dust Vault, speak of an ancient practice of the Thief and Assassin Guilds of the Free City known as the 'Night Court'. This parallel institution of judgment exists as a completely separate legal system from those conducted by the Templars and their deputies for the ordinary population of the metropolis. The Night Court is the manner in which the ruling council and the Guild Master of the Thief and Assassin Guilds convene to punish criminals who have broken the unwritten, but not un-codified, laws that govern behavior and exchanges in the black market. This unwritten code is known as the black law or the Tawratzalmavet. The juries of the Thief and Assassins Guilds convene under the cover of invisibility and an arcane fog to dispense their implaccable justice.



Tyren freezes and immediately looks very uncomfortable. He looks to the rest of the group. "I'm...not certain how long we remain here. I have a good idea what this fog means, and it's more about an organization that's known for dispensing their judgement in private. I think it'd be best if we weren't to witness that justice, though I can personally guarantee you that it is being done by an official institution of the free city--Though perhaps one with a darker reputation than even my own."

Toptomcat
2019-04-12, 12:25 PM
The difficulty with the guard momentarily resolved, Jin En Mok steps forward with a shallow bow, addressing the white-robed pterran who gathered you all here.

"Hey, Asher. It's Jin. Code phrase: 'Forget the years, forget distinctions. Leap into the boundless and make it your home!'

The pterran immediately relaxes, advancing to shake the short elf's hand.

"What the hell's going on? I was ten minutes late to the rendezvous point and now it looks like a charnel house."

As the white-robed druid swiftly fills her in, Jin hurredly introduces herself.

"I am Jin En Mok, sometimes called the Viper of the Wastes. Within the city's walls, twenty-six defilers have died by poison in the last five years: twenty-two were killed by my concoctions, seven of which were by my own hand. You will find no better poison-maker.

If any of you would care to have your blades poisoned, I'd be happy to."

Anyone offering Jin a blade can get it poisoned with a version of drow poison (https://www.d20pfsrd.com/gamemastering/afflictions/poison/drow-poison/) that has save DC 20 and will stay on your blade for three strikes rather than one. It's not a super high save in this high-OP environment, but a save vs. outright unconsciousness is a save-or-lose-outright.

Once everyone has accepted their poisons, switch from Poisoner's Stance to Iron Tortoise Stance.

She turns back to Asherahannah.

"Do you have any idea of how you were found? We can get you out of here, but if you're being tracked by a telepath or a mage, they're just going to keep coming until they kill us all."

Perception check for a scrying sensor: [roll0]

5ColouredWalker
2019-04-13, 06:09 AM
Kathus Krin
Kathus easily keeps pace with the rest of the group, and speaks shortly after Jin when introducing himself, having had to take a second to remember a different code.
"The chains are drawn, But our skin fears not shavings of silver and chalk."


Kathus refuses the offer of poison.
"It won't last on my blades. But thanks for your offer."

When it comes to introductions, Kathus speaks quickly.
"Kathus Krin, from the gladiator pits. I'm an identifier. Assassin occasionally. And a shapeshifter, so don't worry if you see my form twist."

When it comes to the fog and the need to leave.
"I can direct you all from above should you need. It should at least get us from the fog."


I have constant Detect Magic and True Seeing, in case the fog is illusionary (Unlinkely) or magical (Probably).

Additionally I have 1 subconscious focus with Deep Focus, with the Disruption keyed to Humanoids (Humans). Other focus not yet set.

Marcarius5555
2019-04-13, 08:59 AM
Kathus Krin
Kathus easily keeps pace with the rest of the group, and speaks shortly after Jin when introducing himself, having had to take a second to remember a different code.
"The chains are drawn, But our skin fears not shavings of silver and chalk."


Kathus refuses the offer of poison.
"It won't last on my blades. But thanks for your offer."

When it comes to introductions, Kathus speaks quickly.
"Kathus Krin, from the gladiator pits. I'm an identifier. Assassin occasionally. And a shapeshifter, so don't worry if you see my form twist."

When it comes to the fog and the need to leave.
"I can direct you all from above should you need. It should at least get us from the fog."


I have constant Detect Magic and True Seeing, in case the fog is illusionary (Unlinkely) or magical (Probably).

Additionally I have 1 subconscious focus with Deep Focus, with the Disruption keyed to Humanoids (Humans). Other focus not yet set.


The dense banks of fog are definitely arcane in nature.

Marcarius5555
2019-04-13, 09:03 AM
The difficulty with the guard momentarily resolved, steps forward with a shallow bow, addressing the white-robed pterran who gathered you all here.

"Hey, Asher. It's Jin. Code phrase: 'Forget the years, forget distinctions. Leap into the boundless and make it your home!'

The pterran immediately relaxes, advancing to shake the short elf's hand.

"What the hell's going on? I was ten minutes late to the rendezvous point and now it looks like a charnel house."

As the white-robed druid swiftly fills her in, Jin hurredly introduces herself.

"I am Jin En Mok, sometimes called the Viper of the Wastes. Within the city's walls, twenty-six defilers have died by poison in the last five years: twenty-two were killed by my concoctions, seven of which were by my own hand. You will find no better poison-maker.

If any of you would care to have your blades poisoned, I'd be happy to."

Anyone offering Jin a blade can get it poisoned with a version of drow poison (https://www.d20pfsrd.com/gamemastering/afflictions/poison/drow-poison/) that has save DC 20 and will stay on your blade for three strikes rather than one. It's not a super high save in this high-OP environment, but a save vs. outright unconsciousness is a save-or-lose-outright.

Once everyone has accepted their poisons, switch from Poisoner's Stance to Iron Tortoise Stance.

She turns back to Asherahannah.

"Do you have any idea of how you were found? We can get you out of here, but if you're being tracked by a telepath or a mage, they're just going to keep coming until they kill us all."

Perception check for a scrying sensor: [roll0]

No sensor is in evidence.

Asherahannah replies,

"It is difficult to say -- certainly the intelligence of the enemy is considerable, and it appears as if they were apprised of our arrival. What more, my mental contact with the safe house where I was to rendezvous with the delegation has recently fallen silent. I cannot believe the coordination of the raid and this unsettling loss of communication with my Alliance contacts could have been accidental."

HumanTemplate
2019-04-13, 09:22 AM
Arus rebirth as the Sandphoenix make him immune to cloud effects. He can see clearly, as in a clear midsummer day in the waste.

He moves carefully.

Skyseer. This is the most unnatural.

And he turns invisible.


The Thunder Child (Haboob Child Template) grants Arus cloud sight(Ex), Arus can see through any cloud, fog, mist, etc.

Arus turns invisible and casts detect thoughts.

Marcarius5555
2019-04-13, 09:38 AM
Arus rebirth as the Sandphoenix make him immune to cloud effects. He can see clearly, as in a clear midsummer day in the waste.

He moves carefully.

Skyseer. This is the most unnatural.

And he turns invisible.


The Thunder Child (Haboob Child Template) grants Arus cloud sight(Ex), Arus can see through any cloud, fog, mist, etc.

Arus turns invisible and casts detect thoughts.

Arus can see a number of figures whose features are obscured by the dense folds of their peaked black cowls. Another ring of mysterious entities is garbed cloaks that appear to be made of a scale mesh constructed of coins. Between these two groups stands a solitary individual.

The Haboob Child can discern the following dialogue,

"And so you stand accused Bendavid of Ras Thopheth Street, of violating the sacred code of criminal's law as extolled in the Tawretzalmavet, the 'Law of the Night'. How plead you to these charges?"

HumanTemplate
2019-04-13, 03:37 PM
Arus keeps concentrating on reading the thoughts of these creatures. While trying to convey the information to the others. With telepathy.


He walks towards them, unaffected by the fog.

Warlawk
2019-04-13, 06:11 PM
https://farm8.staticflickr.com/7873/33169158558_dd98220dcd_t.jpg (https://flic.kr/p/Sx3Bf7)IV (https://www.myth-weavers.com/sheet.html#id=1835311)

IV moves close with the group, keeping a good firing arc on the approach lanes that could threaten the Pterrans while darting from cover to cover and keeping out of sight. In response to the actions of her traveling companions she slips between the cracks of time, feeling the moment stretch out around her as she rushes between available hiding places.


I assume the cloud blocks Mindsight (200' Range) (http://dnd.arkalseif.info/feats/lords-of-madness--72/mindsight--1960/) so I base my movements and firing arcs off the orientation of Arus in response to the potential threat.
Perception: [roll0]
Stealth: [roll1] Lurker in Darkness (https://www.d20pfsrd.com/alternative-rule-systems/path-of-war/feats/lurker-in-darkness-general/) means that I cannot be detected automatically by unusual senses, they must still roll perception vs stealth.
As a swift action, activating Time Skitter (https://www.d20pfsrd.com/alternative-rule-systems/path-of-war/disciplines-and-maneuvers/riven-hourglass-maneuvers/#TOC-Time-Skitter) to grant myself Haste for 10 rounds.

5ColouredWalker
2019-04-13, 09:40 PM
No sensor is in evidence.

Asherahannah replies,

"It is difficult to say -- certainly the intelligence of the enemy is considerable, and it appears as if they were apprised of our arrival. What more, my mental contact with the safe house where I was to rendezvous with the delegation has recently fallen silent. I cannot believe the coordination of the raid and this unsettling loss of communication with my Alliance contacts could have been accidental."

"Did you have another emergency fallback point planned?"

Kathus frowns as he watches the other's walk into the fog. Particularly foolish given the present warning, and he wracks his own brain about it.


Taking 10 for 23 on knowledge History, Local and Nobility (Should be a full round of actions) regarding those that set up arcane fogs, with particular note to government agencies that dispense 'private justice' based on what was previously said. If the DC is 28+ I get bad information.

Also, what sort of arcane aura? Is there any transmutation/evocation/etc in the fog or is it just bog standard arcane fog? Also what's it's power level (Level 3 or less or 3+).

Marcarius5555
2019-04-14, 08:09 AM
"Did you have another emergency fallback point planned?"

Kathus frowns as he watches the other's walk into the fog. Particularly foolish given the present warning, and he wracks his own brain about it.


Taking 10 for 23 on knowledge History, Local and Nobility (Should be a full round of actions) regarding those that set up arcane fogs, with particular note to government agencies that dispense 'private justice' based on what was previously said. If the DC is 28+ I get bad information.

Also, what sort of arcane aura? Is there any transmutation/evocation/etc in the fog or is it just bog standard arcane fog? Also what's it's power level (Level 3 or less or 3+).


The fog comprises a dense ring which surrounds the two circles of the mysterious figures.

The white-cloaked pterran virtually whispers,

"Not an officially-designated safe house of the Alliance, but I think I have another refuge in mind that should serve our purposes."



Rephaim Square is well known for a monument known as the 'awla stone, a jagged block upon which criminals are punished. The chains embedded in its service are used to restrain those condemned to flogging, and the irregularly-flattened top has served as the site of decapitations for uncounted centuries. It is said the terrible rock has drunk deeply from the blood of its victims, and that in the most ancient days of Tyr the site served as sacrificial altar to some fell power.

Though it is a site of conventional law giving, it is also rumored that Rephaim Square plays host to the so-called Night Court of the Bloodied Coin Thief's Guild and the Soulstealer Assassin Guild, where the nefarious organizations dispense their peculiar judgment. The ruling councils of the individual guilds conduct their nocturnal tribunals according to the dictates of the 'Dark Law', or 'Night Law' -- the tawratzalmavet.






Solid Fog

School conjuration (creation); Level magus 4, shaman 4, sorcerer/wizard 4, unchained summoner 4, witch 4; Subdomain cloud 4; Elemental School water 4

CASTING

Components: V, S, M (powdered peas and an animal hoof)

EFFECT

Duration 1 min./level
Spell Resistance no

DESCRIPTION

This spell functions like fog cloud, but in addition to obscuring sight, the solid fog is so thick that it impedes movement. Creatures moving through a solid fog move at half their normal speed and take a -2 penalty on all melee attack and melee damage rolls. The vapors prevent effective ranged weapon attacks (except for magic rays and the like). A creature or object that falls into solid fog is slowed so that each 10 feet of vapor that it passes through reduces the falling damage by 1d6. A creature cannot take a 5-foot-step while in solid fog. Solid fog, and effects that work like solid fog, do not stack with each other in terms of slowed movement and attack penalties.

Unlike normal fog, only a severe wind (31+ mph) disperses these vapors, and it does so in 1 round.

Solid fog can be made permanent with a permanency spell. A permanent solid fog dispersed by wind reforms in 10 minutes.

HumanTemplate
2019-04-14, 10:58 AM
Skyseer. This is a matter of internal justice. I may not agree with it, but perhaps is better if we remain out of it. Your security is a bigger concern right now.


He scans the area around. Nervously waiting for more guards.

Thedez
2019-04-14, 02:51 PM
Tyren nods his head in agreement, eyeing the fog with a visible discomfort. He handed the lute to one of the robed figures standing next to him and took the bow from the other, before looking back toward the robed Pterran. "I cannot stress enough how much we shouldn't get involved. Not only would we be interfering with an organization that could lawfully kill us for doing so, but we'd be at worst helping an individual who was so unhinged he couldn't even follow the sparse laws set down by a guild of killers."

He gives the area one more scan, "Let us be away somewhere where we might not potentially offend them. I'd rather not unintentionally intervene on their justice."

Toptomcat
2019-04-15, 12:31 AM
Asherahannah replies,

[...] "What['s] more, my mental contact with the safe house where I was to rendezvous with the delegation has recently fallen silent. I cannot believe the coordination of the raid and this unsettling loss of communication with my Alliance contacts could have been accidental."

Jin smiles thinly.

"Oh, is that all. Having comrades captured and tortured is always a tragedy-"

-she says matter-of-factly, as if she were discussing the price of flatbread in the market-

"-but it's exactly what the Alliance's cell structure was designed to cope with. If we can escape here, we should have the freedom to decide our next move."


"Not an officially-designated safe house of the Alliance, but I think I have another refuge in mind that should serve our purposes."

"Think carefully: does anyone among those who we must now suspect to be captured at your last safe house know about this new refuge? I've got an alternative place we could go- a warehouse in the Artisan District being used for an alchemical project. Our enemies wouldn't have any idea it's there: all your cell knew of my involvement was that the Council was sending an agent to reinforce you. My own identity was not passed along, and my resources are almost guaranteed to be unknown to our enemy. I leave the ultimate decision on where to go to you.

In any case..."

Jin fishes in a belt pouch, handing Asherahannah a small cylinder of curious and unique construction: sealed with wax at one end and thinner than earthenware could be made without shattering, it shines like a jewel.

"...drink this. It will hide you from our enemies as we go."

I'm assuming that glassmaking is rare in Athas: the item in question is a small vial containing an infusion of Invisibility.

Marcarius5555
2019-04-15, 01:12 AM
Jin smiles thinly.

"Oh, is that all. Having comrades captured and tortured is always a tragedy-"

-she says matter-of-factly, as if she were discussing the price of flatbread in the market-

"-but it's exactly what the Alliance's cell structure was designed to cope with. If we can escape here, we should have the freedom to decide our next move."



"Think carefully: does anyone among those who we must now suspect to be captured at your last safe house know about this new refuge? I've got an alternative place we could go- a warehouse in the Artisan District being used for an alchemical project. Our enemies wouldn't have any idea it's there: all your cell knew of my involvement was that the Council was sending an agent to reinforce you. My own identity was not passed along, and my resources are almost guaranteed to be unknown to our enemy. I leave the ultimate decision on where to go to you.

In any case..."

Jin fishes in a belt pouch, handing Asherahannah a small cylinder of curious and unique construction: sealed with wax at one end and thinner than earthenware could be made without shattering, it shines like a jewel.

"...drink this. It will hide you from our enemies as we go."

I'm assuming that glassmaking is rare in Athas: the item in question is a small vial containing an infusion of Invisibility.

Asherahannah Cloudmaker, Elemental Lord of the kamistala'i, fixes Jin En Mok with her penetrating gaze as a mental communication passes from her mind to his:

Asherahannah speaks in the Pale Chant, a coded language used by Alliance Cells to guard their communications, so that even enemy psionists are unable to discern the meaning of their already hidden speech:

Seven white feathers, tipped with guilty blood, take refuge behind dissembling face of the dawn's first child. The sight of the hope of lost glory embraces the lips of fortune. Many teeth of chance have been cast into the fray, and the violet flames have been kindled once more at the hearth on remembrance.

This gibberish is a complex gematria, where the numbers associated with each letter correspond to a dictionary memorized by members of the alliance. The result is a nonsensical, and nigh unbreakable code that can also quickly render a complex thought. The translation of the pterran's message is as follows:

"I am as sure as one can be that my proposed safehouse has not been discovered by the enemy. Just a short distance from where we stand, within the docks of the Ras Shamra Port at the had of Lake Ba'al Yammim, are concealed the ruins of an ancient temple, dating from the distant Dawn Age, and dedicated to the departed Grand Architect Temulea, the sleeping god who is said by the most ancient records to thave created Athas."

"The temple was erected by the mistji, the children of the Grand Architect, ethereal creatures made of pure energy that inhabited this region when the city whose streets we currently walk was known as Koulan Tyr. I have learned of it from a clay tablet discovered in a high mountain tomb in the lands of my people, far to the south, the last resting place of mistji refugees from the destruction of their city Koulan Tyr at the end of the Dawn Age, when the dark tides of the xxyth arose from the northern oceans and overshadowed all lands with their inimitable powers."

"For my own part, I am convinced this structure, which lies beneath a tanning factory, has been untouched since the city of Koulan Tyr was razed by the xxyth hordes uncountable millennia past, and that the only record of its existence were those discovered in the forgotten tomb on a distant and inhospitable mountain peak in the hunting grounds of my tribe."

"Still, I am willing to consider your arguments in favor of the more distant location you have proposed."

Marcarius5555
2019-04-15, 01:13 AM
Tyren nods his head in agreement, eyeing the fog with a visible discomfort. He handed the lute to one of the robed figures standing next to him and took the bow from the other, before looking back toward the robed Pterran. "I cannot stress enough how much we shouldn't get involved. Not only would we be interfering with an organization that could lawfully kill us for doing so, but we'd be at worst helping an individual who was so unhinged he couldn't even follow the sparse laws set down by a guild of killers."

He gives the area one more scan, "Let us be away somewhere where we might not potentially offend them. I'd rather not unintentionally intervene on their justice."

Skyseer replies to Tyren as his mistress converses with Jin Ein Mok,

"I believe Cloudmaker and her Alliance contact are discussing this very matter."

Marcarius5555
2019-04-15, 01:15 AM
Skyseer. This is a matter of internal justice. I may not agree with it, but perhaps is better if we remain out of it. Your security is a bigger concern right now.


He scans the area around. Nervously waiting for more guards.

The pterran nods as he replies,

"I would tend to agree, but must await the council of my mistress after she has conversed with the only representative of the Alliance here present among us," he nods his head in the direct of Jin Ein Mok.

5ColouredWalker
2019-04-17, 08:46 PM
Kathus frowns slightly as things are seemingly held up by a mental debate.
"Perhaps it'd be best to move for now rather than stand around."

With that there's a faint tinkle in the air near Kathus and his eyes glow a faint purple for a second, a moment of pause passing through him as he continues to look around.


Generating focus and then using it for Detect Psionics, using Unchained action structure to be able to move and use both Detect Magic and Detect Psionics simultaneously. Using them and true seeing to just look around for anything worrysome.

Marcarius5555
2019-04-18, 04:03 PM
After conferring with Jin, the pale-robed pterran Ašeraḥannāh Cloudmaker turns to the group and addresses them telepathically, her deep, sonorous voice seemingly reaching into the deepest recesses of each addresses' mind,


To each member of the small assembly, Ašeraḥannāh speaks in the Pale Chant, a coded language used by Alliance Cells to guard their communications, so that even enemy psionists are unable to discern the meaning of their already hidden speech:

Seven white feathers, tipped with guilty blood, take refuge behind dissembling face of the dawn's first child. The sight of the hope of lost glory embraces the lips of fortune. Many teeth of chance have been cast into the fray, and the violet flames have been kindled once more at the hearth on remembrance.

This gibberish is a complex gematria, where the numbers associated with each letter correspond to a dictionary memorized by members of the alliance. The result is a nonsensical, and nigh unbreakable code that can also quickly render a complex thought.

The pterran's mind quickly renders this impenetrable stream of word images into a comprehensible communication:

"I am as sure as one can be that my proposed safehouse has not been discovered by the enemy. Just a short distance from where we stand, within the docks of the Ras Shamra Port at the had of Lake Ba'al Yammim, are concealed the ruins of an ancient temple, dating from the distant Dawn Age, and dedicated to the departed Grand Architect Temulea, the sleeping god who is said by the most ancient records to thave created Athas."

"The temple was erected by the mistji, the children of the Grand Architect, ethereal creatures made of pure energy that inhabited this region when the city whose streets we currently walk was known as Koulan Tyr. I have learned of it from a clay tablet discovered in a high mountain tomb in the lands of my people, far to the south, the last resting place of mistji refugees from the destruction of their city Koulan Tyr at the end of the Dawn Age, when the dark tides of the xxyth arose from the northern oceans and overshadowed all lands with their inimitable powers."

"For my own part, I am convinced this structure, which lies beneath a tanning factory, has been untouched since the city of Koulan Tyr was razed by the xxyth hordes uncountable millennia past, and that the only record of its existence were those discovered in the forgotten tomb on a distant and inhospitable mountain peak in the hunting grounds of my tribe."

"Still, I am willing to consider your arguments in favor of the more distant location you have proposed."

Marcarius5555
2019-04-18, 04:05 PM
Kathus frowns slightly as things are seemingly held up by a mental debate.
"Perhaps it'd be best to move for now rather than stand around."

With that there's a faint tinkle in the air near Kathus and his eyes glow a faint purple for a second, a moment of pause passing through him as he continues to look around.


Generating focus and then using it for Detect Psionics, using Unchained action structure to be able to move and use both Detect Magic and Detect Psionics simultaneously. Using them and true seeing to just look around for anything worrysome.


There is a ring of Alarm spells concurrent with the ring of mist which surrounds the proceedings.

Marcarius5555
2019-04-18, 04:12 PM
Suddenly, the slightly chill night air of the Square shimmers slightly, as if it were the black waters of a pond whose surface had been unexpectedly disrupted by the penetration of some deftly-launched projectile.

In the midst of the companions' discussion, they overhear the defendant of the Night Court utter the following exclamation,

"I swear by the blood of my mother, I am not the assassins' slayer -- should you strike me down, whoever hunts your killers will not cease to seek after their lives."

5ColouredWalker
2019-04-19, 10:12 AM
Kathus shakes his head, replying mentally and quickly after a short 2 second pause, his mind quickly parsing the code back and forth.
'I have no immediate objections, and can detect no trails. Lead on or point me, and I shall continue to watch for any.'


Meditation for quick focusing+Missive to reply. Technically I only reply to him specifically.


After looking around, Kathus seems to settle his eyes towards the Night Court, before seemingly immediately diverting them. He's no expert, and knows he shouldn't intrude... Perhaps if he had truth telling abilities he would reconsider, but as much as he might want to help, he knows he needs to choose his battles.

Marcarius5555
2019-04-19, 01:27 PM
Kathus shakes his head, replying mentally and quickly after a short 2 second pause, his mind quickly parsing the code back and forth.
'I have no immediate objections, and can detect no trails. Lead on or point me, and I shall continue to watch for any.'


Meditation for quick focusing+Missive to reply. Technically I only reply to him specifically.


After looking around, Kathus seems to settle his eyes towards the Night Court, before seemingly immediately diverting them. He's no expert, and knows he shouldn't intrude... Perhaps if he had truth telling abilities he would reconsider, but as much as he might want to help, he knows he needs to choose his battles.

Both of the winged pterrans nod in acknowledgment.

I'm just going to assume everyone's coming to the tannery unless I hear otherwise to move this along. I uploaded a map in the googleslide presentation for this campaign -- it's the first image.

HumanTemplate
2019-04-19, 01:41 PM
Arus does not hesitate.

If he is innocent, then they will have lost one of their own.

And then follows the others to the tannery.

Marcarius5555
2019-04-19, 02:00 PM
I'm assuming everyone's moving along; if you don't just tell me here and I'll divide the group using spoilers -- something like 'back at the square', but I assume that won't be an issue.

Also, I assume there's going to be some stealth etc. in effect here. I think IV already clarified some of that, but everyone else, could you please give me any buffs, invisibility etc. you want to have in effect when you reach the tannery?

The tannery is also located within the Dagon District, though nearer to the head of Lake Ba'al Yammim than the Dragon's Tears.

The tannery is built near the shore of Lake Ba'al-Yammim, where the pungent effluent of its operation can run off into a drainage canal, and afterwards into the waters of the lake.

It is situated on a small plot of relative greenery within the district. Perhaps this is a result of the enrichment of the soil from the tannery's organic bi products?

The south part of the plot has a mixture of grass and dirt surrounding the tannery.

There are stacked barrels leaning against the north wall outside the tannery.

To the west of the tannery outside is a wooden porch. The porch has a line of rope extended to a wooden peg with a dyed hide drying out on the line. To the east of the tannery outside there are a couple of carts, two baskets filled with red and blue dye, a couple of piles of hay, a couple of hides attached to wooden beams, some empty frames, as well as a pile of stripped bark for tanning.

To the north of the tannery outside is a small stone path in between the bridge and the front door of the tannery. There are a couple of wooden beams one with a hide attached and a couple of crates to the west of this stone path. To the east of this stone path is a couple of empty barrels, a hide being stretched out on a frame and coated with tanbark (a powder made from tree bark and rich in tannins used to make hides more pliant), a pile of rocks, and a pile of hay with a wooden beam with a hide attached and a pile of stripped bark laying on top of the hay. There is a line attached to the south wall of the tannery to a peg in the canal with two dyed hides drying out. There is a wider door in the south wall for carts just to the south of a cart inside the tannery.

The north center of the plot has a small canal with a few rocks flanking a wooden bridge spanning the canal. There is a waterwheel here that is attached to a barrel. The water’s current rotates the barrel, allowing hides, skins, and leathers to be soaked in the barrel with dyes. The dyes are evenly distributed across the surface of the hide by the rotation of the barrel. Alternatively, this could be a small bark mill being used to convert bark into tanbark powder by the tanner to be more self sufficient and not have to rely on bark mills for tanbark powder. The canal also gives the tanner access to water, a necessary ingredient for dyeing. The north part of the plot has a mixture of grass and dirt surrounding a small stone path between the bridge and the waterwheel barrel. There are two baskets here filled with a yellow and blue material for dying hide a green color.

5ColouredWalker
2019-04-20, 03:17 AM
As the group walked Kathus took a lead moving about 10 paces, around 30ft given his long stride, ahead of the group. He didn't seem to look around too much, but his eyes had shifted, becoming rather large. And invisibly to all, detection magic danced around him, looking for potentially hostile psionic and arcane auras.

Kathus smiles as they arrive near the Tannery unmolested, and continues to walk forward confidently. Should there be no disturbances by the time he reaches the road, he will pause by it's side a moment, sending a mental message to the closest of the Petteran pair.

'It's this one yes? How do we gain entry to the safehouse?'



Not stealthy scouting, just walking quietly, unless the Pterran's have directed us to sneak.

Take 10 perception is 24, detect magic and psionics give me to 60ft cones to try and detect any auras, they won't overlap (Psionic Aura's get a look, since all psionic creatures (I.E. Literally everyone) give off an aura. Magic auras are an instant warning.). True seeing, as before. I also have darkvision 60ft for illumination if relevent. I do look up occasionally, but otherwise the cones just circle me. Finally, I have trap spotter, so if I come within 10ft of a trap I get a free perception check to spot it, and would stop if I spotted one.

80ft move speed means I should be easily keeping up with people if we're just double moving. (Speed of thought affects base move speed, so should be doubled by Watchman Creature. Updated my sheet, sorry for the mistake.).

If we reach the road unmolested/without stopping/etc, I will take another look with Detect magic at the last second, stop concentrating on detect magic, and then gain and use psionic focus for a free Missive, as per the IC.

HumanTemplate
2019-04-20, 05:31 AM
The Haboob Child was impressed by Kathus speed. Even faster than himself.

Arus moved close to the Pterrans. Glaive and Mind ready to pounce.

He lurked, in response to the Pterrans moves but did not make any extra effort.


When they got to the Tannery, Arus remained ready.

Passive Perception is 29, taking ten in stealth is 26. Arus is protecting the two pterrans at all time.

Thedez
2019-04-21, 08:15 PM
Tyren steeled himself, mentally reminding himself that the assassins would likely not bring any harm to their group, so long as they stayed to their true purpose--That the assassins were ultimately judging one of their own, not here for the life of any of those present. He nodded as the Pterrans began to move, and came with them. Once more, he handed the bow to one of the robed figures that walked beside him, and once more he took up his lute, placing light pressure upon one string only to release and begin again with another. Perhaps next time, Tyren thought, I might suggest disguises as we walk about. We do make for a rather visible group. A minstrel's song would only cause further attention to be garnered, so for the time being, Tyren quieted his mind by simply opening it to the breadth of what lay before him, taking in the surroundings as he might the depths of Tyr's hidden Necropolises, discovering with his eyes what lay before him.

No special actions, other than to keep an eye out.
Rolling for perception:
[roll0]

Toptomcat
2019-04-22, 12:19 AM
"Still, I am willing to consider your arguments in favor of the more distant location you have proposed."

"No, you obviously have the right of it. The only advantage the warehouse would have over your suggestion is the virtue of being guarded, but the skills of those at the gate are nothing to speak of."


"I swear by the blood of my mother, I am not the assassins' slayer -- should you strike me down, whoever hunts your killers will not cease to seek after their lives."

Could they be referring to some of the victims of the creatures that have been after Asher? They have left behind quite the body count- both at the rendezvous point and, I've heard, elsewhere.

But no. Only a complete dullard would accuse someone of murder when the victim had obviously been killed by strange and exotic beasts. This is none of our business, then: best be off.

Jin proffers their curious elixir to Asherahannah and their companion once more: if it's shrugged off, she simply quaffs it herself. If both of them take it, she downs a different potion that causes her face to grow a tiny layer of fur in a curious masked pattern.

"Gu: follow."

Given sufficient cover to move unobserved, she takes it: given open ground, she walks with the easy gait of someone on a particularly uninteresting errand.

Upon arrival at the tannery, she looks for any obvious entry to something underground, but otherwise follows the pterrans' lead.

Being Invisible if one of the pterrans refused invisibility: otherwise, taking a potion of Animal Aspect (Raccoon) for +2 to Stealth checks for a take-10 28. Gu has been instructed to openly follow the least-subtle party member, being less good at stealth. Prioritizing stealth and appearing unconnected and unconcerned with the rest of the party members, just happening to be walking in the same direction, over sticking close to the pterrans, since Arus is already on top of that.

Perception: [roll0]

Marcarius5555
2019-04-25, 08:17 PM
"No, you obviously have the right of it. The only advantage the warehouse would have over your suggestion is the virtue of being guarded, but the skills of those at the gate are nothing to speak of."



Could they be referring to some of the victims of the creatures that have been after Asher? They have left behind quite the body count- both at the rendezvous point and, I've heard, elsewhere.

But no. Only a complete dullard would accuse someone of murder when the victim had obviously been killed by strange and exotic beasts. This is none of our business, then: best be off.

Jin proffers their curious elixir to Asherahannah and their companion once more: if it's shrugged off, she simply quaffs it herself. If both of them take it, she downs a different potion that causes her face to grow a tiny layer of fur in a curious masked pattern.

"Gu: follow."

Given sufficient cover to move unobserved, she takes it: given open ground, she walks with the easy gait of someone on a particularly uninteresting errand.

Upon arrival at the tannery, she looks for any obvious entry to something underground, but otherwise follows the pterrans' lead.

Being Invisible if one of the pterrans refused invisibility: otherwise, taking a potion of Animal Aspect (Raccoon) for +2 to Stealth checks for a take-10 28. Gu has been instructed to openly follow the least-subtle party member, being less good at stealth. Prioritizing stealth and appearing unconnected and unconcerned with the rest of the party members, just happening to be walking in the same direction, over sticking close to the pterrans, since Arus is already on top of that.

Perception: [roll0]

The Tannery appears to be eerily... quiet, considering that it is the premises of what should be a bustling operation, one that would work rotating shifts throughout both the day and night.

Marcarius5555
2019-04-25, 08:18 PM
Tyren steeled himself, mentally reminding himself that the assassins would likely not bring any harm to their group, so long as they stayed to their true purpose--That the assassins were ultimately judging one of their own, not here for the life of any of those present. He nodded as the Pterrans began to move, and came with them. Once more, he handed the bow to one of the robed figures that walked beside him, and once more he took up his lute, placing light pressure upon one string only to release and begin again with another. Perhaps next time, Tyren thought, I might suggest disguises as we walk about. We do make for a rather visible group. A minstrel's song would only cause further attention to be garnered, so for the time being, Tyren quieted his mind by simply opening it to the breadth of what lay before him, taking in the surroundings as he might the depths of Tyr's hidden Necropolises, discovering with his eyes what lay before him.

No special actions, other than to keep an eye out.
Rolling for perception:
[roll0]

Nothing out of the ordinary stands out to the artificer.

Marcarius5555
2019-04-25, 08:21 PM
As the group walked Kathus took a lead moving about 10 paces, around 30ft given his long stride, ahead of the group. He didn't seem to look around too much, but his eyes had shifted, becoming rather large. And invisibly to all, detection magic danced around him, looking for potentially hostile psionic and arcane auras.

Kathus smiles as they arrive near the Tannery unmolested, and continues to walk forward confidently. Should there be no disturbances by the time he reaches the road, he will pause by it's side a moment, sending a mental message to the closest of the Petteran pair.

'It's this one yes? How do we gain entry to the safehouse?'



Not stealthy scouting, just walking quietly, unless the Pterran's have directed us to sneak.

Take 10 perception is 24, detect magic and psionics give me to 60ft cones to try and detect any auras, they won't overlap (Psionic Aura's get a look, since all psionic creatures (I.E. Literally everyone) give off an aura. Magic auras are an instant warning.). True seeing, as before. I also have darkvision 60ft for illumination if relevent. I do look up occasionally, but otherwise the cones just circle me. Finally, I have trap spotter, so if I come within 10ft of a trap I get a free perception check to spot it, and would stop if I spotted one.

80ft move speed means I should be easily keeping up with people if we're just double moving. (Speed of thought affects base move speed, so should be doubled by Watchman Creature. Updated my sheet, sorry for the mistake.).

If we reach the road unmolested/without stopping/etc, I will take another look with Detect magic at the last second, stop concentrating on detect magic, and then gain and use psionic focus for a free Missive, as per the IC.


There appears to be a concealing illusion over an area abutting the tannery, a low hillock slightly to the east. There is a series of alarm spells around the periphery of the tannery.

Marcarius5555
2019-04-25, 08:23 PM
The Haboob Child was impressed by Kathus speed. Even faster than himself.

Arus moved close to the Pterrans. Glaive and Mind ready to pounce.

He lurked, in response to the Pterrans moves but did not make any extra effort.


When they got to the Tannery, Arus remained ready.

Passive Perception is 29, taking ten in stealth is 26. Arus is protecting the two pterrans at all time.

The Tannery appears to be eerily... quiet, considering that it is the premises of what should be a bustling operation, one that would work rotating shifts throughout both the day and night.

5ColouredWalker
2019-04-26, 04:17 AM
Kathus immediately throws his arm up and stills when he reaches the road, and then takes a step back, seemingly facing the same direction. He is about to speak, not that people can see from behind.

Thedez
2019-04-29, 08:23 PM
Tyren, seeing that the man before him seemed to be gesturing for them to stop, didn't quite do so immediately. He made a quick glance for a house that looked to be locked and unoccupied at the time and walked up to it instead, robed figures in tow, and pulled out his key-ring, looking as though he were fumbling through it. Meanwhile, however, he continued to monitor the situation from his peripherals, paying attention specifically to what the others were doing.

[roll0] Perception check, looking for the most unoccupied-looking building with a lock or something of the sort.
[roll1] Bluff using Performance per versatile performance, bluffing to make it look like he belongs at that house.
[roll2] Disguise check, in case you find that more pertinent, using Expanded Versatility.
So, yeah, I had to actually go look at what bonuses I was getting to Perform, since I wasn't keeping track of the, oh, + freaking 8 Sirine's Grace gave to it, so that's why the check suddenly looks higher.

Toptomcat
2019-04-30, 04:24 PM
So the place is too quiet to be a working tannery. On the one hand, this is consistent with it being a front to shelter the remains of Asherahannah's temple...on the other, also with it having been cleared out by our enemies to ambush us.

Jin's fingers drum thoughtfully on the haft of her spear.

And on the thri-kreen hand, a competent front would look busy to casual inspection, if not a detailed search. But even if one of Asher's companions had known about it (and he doesn't think so!), it's been- what- hours?- since their cell was attacked. Difficult to see how they could have broken a prisoner, assembled a force, gotten it here, stormed the place, and cleaned it up without sign of a struggle in the brief time they've had.

"...anything look out of place here to you, Asher? You know the area better than I do."

Her other hand drifts to the horn button on a leather pouch at her belt. If something's about to go down, the stimulant would be useful...on the other hand, it's powerful stuff. She'd like to be able to sleep more than three or four hours tonight, and the headaches are no picnic.

Another Perception, looking for signs of underground intrusion or hastily-concealed struggle: [roll0]

Marcarius5555
2019-05-03, 04:47 PM
Kathus immediately throws his arm up and stills when he reaches the road, and then takes a step back, seemingly facing the same direction. He is about to speak, not that people can see from behind.



There is a magical illusion, or an arcane nature that is, strangely, neither that of a Defiler or Preserver, that is cloaking an entrance into the earth on a low hillock to the right of the tannery. The entrance seems to stretch down into the earth, as if it was the portal to a mine or similar complex of caverns.

Marcarius5555
2019-05-03, 04:52 PM
So the place is too quiet to be a working tannery. On the one hand, this is consistent with it being a front to shelter the remains of Asherahannah's temple...on the other, also with it having been cleared out by our enemies to ambush us.

Jin's fingers drum thoughtfully on the haft of her spear.

And on the thri-kreen hand, a competent front would look busy to casual inspection, if not a detailed search. But even if one of Asher's companions had known about it (and he doesn't think so!), it's been- what- hours?- since their cell was attacked. Difficult to see how they could have broken a prisoner, assembled a force, gotten it here, stormed the place, and cleaned it up without sign of a struggle in the brief time they've had.

"...anything look out of place here to you, Asher? You know the area better than I do."





Her other hand drifts to the horn button on a leather pouch at her belt. If something's about to go down, the stimulant would be useful...on the other hand, it's powerful stuff. She'd like to be able to sleep more than three or four hours tonight, and the headaches are no picnic.

Another Perception, looking for signs of underground intrusion or hastily-concealed struggle: [roll0]

The pterran druid replies calmly to Jin's question,

"I continue to doubt that these environs are known to our enemy. This is a dangerous city, and we may well have stumbled upon a new danger. Remember, friend of the Alliance, that the assassins' council of judgment suggested the presence of a killer in the city? I wonder now if perhaps we might have tarried longer with reason..."



There appears to be an exceptional amount of blood and other bodily fluids in the area, surprising even for a tannery... .

Marcarius5555
2019-05-03, 04:53 PM
Tyren, seeing that the man before him seemed to be gesturing for them to stop, didn't quite do so immediately. He made a quick glance for a house that looked to be locked and unoccupied at the time and walked up to it instead, robed figures in tow, and pulled out his key-ring, looking as though he were fumbling through it. Meanwhile, however, he continued to monitor the situation from his peripherals, paying attention specifically to what the others were doing.

[roll0] Perception check, looking for the most unoccupied-looking building with a lock or something of the sort.
[roll1] Bluff using Performance per versatile performance, bluffing to make it look like he belongs at that house.
[roll2] Disguise check, in case you find that more pertinent, using Expanded Versatility.
So, yeah, I had to actually go look at what bonuses I was getting to Perform, since I wasn't keeping track of the, oh, + freaking 8 Sirine's Grace gave to it, so that's why the check suddenly looks higher.

I just need to clarify -- you're looking for a house near the tannery, or doing this at the tannery itself? It has a small yard around it, so the nearest building isn't that close.

Thedez
2019-05-03, 09:22 PM
I just need to clarify -- you're looking for a house near the tannery, or doing this at the tannery itself? It has a small yard around it, so the nearest building isn't that close.
To clarify--This is under the assumption we were stopped before we got to the tannery. A house near the tannery.

Warlawk
2019-05-03, 10:51 PM
https://farm8.staticflickr.com/7873/33169158558_dd98220dcd_t.jpg (https://www.myth-weavers.com/sheet.html#id=1835311)

IV Moves with the others, remaining slightly apart to have a clean firing arc at anyone approaching the group. As they approach the curiously quiet tannery she slips between the cracks of time and takes cover if able, keeping her bow trained to cover anything approaching the group.

Swift: Activate Time Skitter
Move to hiding position
Standard: Readied action attack vs anything moving to attack the group.
[roll0] Mindsight (http://dnd.arkalseif.info/feats/lords-of-madness--72/mindsight--1960/)
[roll1] Lurker in Darkness (https://www.d20pfsrd.com/alternative-rule-systems/path-of-war/feats/lurker-in-darkness-general/)

5ColouredWalker
2019-05-04, 08:54 AM
Kathus partially turns towards the Pterrans, his brow exaggeratedly furrowed as if to show he's mentally talking to one of them, possibly for them to share.


'The hill off to the side is an Illusion. Seemingly to a mine. Is that your entrance?'

Toptomcat
2019-05-06, 01:48 PM
Jin makes a dismissive gesture.

"One more murderer in Tyr? One more ember on a raging fire! One more grain in a sand dune. The place hasn't settled down since the Tyrant was deposed: slaves settling scores with masters, gladiators with matchmakers, commoners with nobles, elves with thri-kreen, kreen with elves, everyone with the defilers...murder is as Tyrian as iron."

She frowns, pointing with her spear. A reddish-brown brown stain is under an awning, continuing around the corner.

"But that doesn't mean it'd be a good idea to leave this at our backs. See, there- as if a body had been dragged. We need to sweep the area before continuing, for our own safety. I'll take point: back me up."

Once she's confirmed that the others are following, she heads forth, methodically and carefully clearing the building one corner at a time.

Entering Piercing Thunder Style and Iron Tortoise Stance.
Stealth: [roll0]

Marcarius5555
2019-05-07, 02:45 AM
Kathus partially turns towards the Pterrans, his brow exaggeratedly furrowed as if to show he's mentally talking to one of them, possibly for them to share.


'The hill off to the side is an Illusion. Seemingly to a mine. Is that your entrance?'

It would, I wean, be so... the ancient shrine of the Grand Architect Temulea should lie somewhere within those depths.