The Forgotten God (private) (Inactive)

Game Master Whack-a-Rogue

Rhoswen's Palace


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Dot with your alias when ready.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Dotting, and ready to get started.


At first it was simply a faint dimness in the periphery of your vision. Every time you noticed, it would linger a brief moment longer. Shadows lengthening... Darkness falling... A sudden pain... Essence splitting, scattering, vanishing... Eyes closing... Utter blackness... Night has come.

You wake to the crashing sound of falling rocks. It's dark, but your eyes rapidly adjust. Carved stone is boxing you in on all sides, sculpted to match your form. The confined space severely limits your movement, but a faint whisper of air reveals that your prison can be opened - somehow...


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Light... no! Where is the light!?

Before she even thought about what she was doing, Iris pushed out with all her strength, trying to push away the material that surrounded her even as an aura of force wrapped her body now that she was awake. True darkness was one of the things she hated the most - only when bathed in the light of a star could she ever be truly comfortable, and her hands scrambled with unseemly haste as she tried to find some way - any way - to escape the prison she was in.


Focusing your efforts, you unleash the fullest extent of your power at the confining stone, and the lid falls off the sarcophagus. Before, you were invincible. Now, a mere stone coffin proves a challenge. Truly you have lost much.

With the lid removed, you're able to sit up - and find yourself in a natural cavern. It's approximately 20' by 20' and opens into a larger chamber. You can hear excited chatter around the corner but fail to recognize the language.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Iris tilted her head slightly, then looked around, trying to see if her staff had made it here with her. If that was around, she'd at least be able to defend herself if necessary - it was hard for her to adequately explain to herself how weak she'd become, simply because there was no frame of reference, but... Please tell me I remembered to make clothes for this body! It didn't sound like she had long before others arrived, and despite how weakened she'd become, she had no intention of greeting people with anything less than all the splendor she could manage. She'd always been a bit flamboyant.


Your staff and other personal possessions are carefully gathered at the foot of your sarcophagus.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

In mere moments, Iris had donned what few possessions she had - thus satisfied, she gripped her staff in one hand (a bit harder than she'd ever admit to a mortal), and boldly began moving forward, intending to see who'd disturbed this place. Perhaps they were worshipers, come in search of the dawn? Or some kind of heretical tomb raider, but the odds of that were pretty low, right? ...Hopefully. Still, opportunities meant nothing if you didn't seize them. <"Who goes there!?"> she called in Celestial.


The voices sound surprised at your call, and a moment later, two small figures cautiously approach. They're completely wrapped in filthy black rags, and the only hint as to their race is their visible pale white noses. They draw daggers and chatter at you.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Iris held out the end of her staff, and the holy runes carved down its length began shining with sacred light. "Threaten me at your peril." she said in the Common tongue, gesturing with her staff to emphasize the point. "Or simply put away your weapons and begin acting as you should. I have no quarrel with anyone who hasn't bothered me, and the dawn comes too quickly for grudges." An old saying of her church, that - it taught that one shouldn't hold on to negative feelings, but should instead embrace renewal and seek a positive change.

(It hadn't yet occurred to her that she might be the one who didn't grasp the situation. She wasn't used to that sort of thing just yet... and Diplomacy was a bit harder when she couldn't even be sure they were speaking the same language.)

Swift Action: Use Arcane Pool (5/6 remaining today) to add a +1 Enhancement Bonus to her staff for 1 minute.


The chattering intensifies and takes on a decidedly threatening tone when your staff begins to glow. Both creatures gesture with their daggers in a "drop it" motion.

I decided to put on my Evil GM Hat (tm) for the beginning of the campaign. *grins* Iris won't be enjoying life for a while - regardless of how this plays out. ;-)


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Heh heh heh. XD I'm looking forward to seeing what you've come up with!

"So be it." Iris said, flipping her staff around and into a two-handed combat position. Oh, how she longed for the days when she could simply unleash waves of cataclysmic light by pointing at things... this would have to do for now, though.

Initiative: 1d20 + 7 ⇒ (7) + 7 = 14

As soon as she had the chance, Iris darted forward, jabbing her weapon out at one of the creatures. Quite honestly, she didn't like the way they were behaving - if she was in the wrong here, she'd apologize later, but she wasn't about to let some vermin get the best of her or think they could get away with threatening her. Besides, she was still getting used to this body... she needed to find out what her limits were.

Melee Attack: 1d20 + 4 ⇒ (16) + 4 = 20 for Damage: 1d6 + 5 ⇒ (4) + 5 = 9


GM Rolls:
Attack: 1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 12
Attack: 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 16

The creature cries out in pain as you land a solid blow to its head, but it remains upright. The two of them move to flank you and stab wildly with their blades. Neither comes close to hitting you; it seems the light on your staff is making them keep their distance.

Round Two
Your turn


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Iris jabbed out with her weapon again, but...

Melee Attack: 1d20 + 4 ⇒ (1) + 4 = 5

...her weapon didn't come anywhere close to hitting her target. She was really out of practice in this fleshy new form, wasn't she? And it probably wasn't going to help convince these... assailants... that they'd erred by choosing to attack her. "Geh... all right, maybe I should try something else." she grumbled.

Arcane Enhancement: 3/10 rounds


GM Rolls:
Attack: 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18
Attack: 1d20 + 6 + 2 ⇒ (14) + 6 + 2 = 22

Your wild swing overbalances you, and one of the creatures slices off a lock of your hair (missed by 1)

Round Three
Your turn

Feel free to post multiple rounds worth of actions with contingencies if you want to speed combat up :-)


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Something I've advised myself. XD Let's do this! If her HP drops below half, she'll try to maneuver out of the way and heal herself.

"You cut my hair!?" Iris shrieked, clearly incensed by the assault on her dignity as she launched into a rapid series of strikes with her weapon - but she was still getting used to this body, and only two more hits (aimed towards the foe she'd already injured) seemed like solid ones.

Spoiler:
Arcane Enhancement: 4/10 rounds
Melee Attack: 1d20 + 4 ⇒ (4) + 4 = 8

Arcane Enhancement: 5/10 rounds
Melee Attack: 1d20 + 4 ⇒ (5) + 4 = 9

Arcane Enhancement: 6/10 rounds
Melee Attack: 1d20 + 4 ⇒ (1) + 4 = 5

Arcane Enhancement: 7/10 rounds
Melee Attack: 1d20 + 4 ⇒ (14) + 4 = 18 for Damage: 1d6 + 4 ⇒ (2) + 4 = 6

Arcane Enhancement: 8/10 rounds
Melee Attack: 1d20 + 4 ⇒ (3) + 4 = 7

Arcane Enhancement: 9/10 rounds
Melee Attack: 1d20 + 4 ⇒ (3) + 4 = 7

Arcane Enhancement: 10/10 rounds
Melee Attack: 1d20 + 4 ⇒ (17) + 4 = 21 for Damage: 1d6 + 4 ⇒ (1) + 4 = 5

She was panting slightly as she finished her assault, and took just a moment to look over her handiwork and decide where to go from there.


GM Rolls:
Attack: 1d20 + 6 + 2 ⇒ (2) + 6 + 2 = 10
Attack: 1d20 + 6 + 2 ⇒ (1) + 6 + 2 = 9

Attack: 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14
Attack: 1d20 + 6 + 2 ⇒ (2) + 6 + 2 = 10

Attack: 1d20 + 6 + 2 ⇒ (14) + 6 + 2 = 22
Attack: 1d20 + 6 + 2 ⇒ (14) + 6 + 2 = 22

Attack: 1d20 + 6 ⇒ (20) + 6 = 26
Attack: 1d20 + 6 ⇒ (4) + 6 = 10
Attack: 1d20 + 6 ⇒ (14) + 6 = 20
Confirm: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 1d3 ⇒ 2
Poison: 1d2 ⇒ 1

You attack back and forth, blocking and dodging each other's blows until you finally get a solid hit on the already-wounded creature. It collapses, skull shattered. It's companion shrieks in rage and lands a lucky gash on your arm. As it withdraws it's blade, you notice it's coated with an oily black liquid. Despite the unexpected pain, you're able to bash the creature's shoulder.

Take 2pts damage from an unconfirmed crit. I also need a Fort Save DC 15 (vs. poison) to avoid taking 1pt STR damage.

You're up again.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Fort: 1d20 + 9 ⇒ (15) + 9 = 24

The glowing aura around Iris pulsed slightly, and the poison blew away from her body as her powers thwarted it. Unfortunately, the enhancement to her staff was gone now, and she considered for just a moment before shrugging and swinging out again anyway. She wasn't entirely sure where its body was under those clothes, and so contented herself with swings towards the top of its head instead. "If you like living, I'm still willing to let you go." she said, with absolutely no idea if the creature could understand her words. It was using poison, though - despicable stuff, that - and certainly wasn't endearing her to it. Still, gods weren't supposed to make too much of an impact on the mortal world - best to keep the ancient laws in mind. Mostly, though, she just wanted to end this and find the much-blessed sun.

Melee Attack: 1d20 + 3 ⇒ (14) + 3 = 17 for Damage: 1d6 + 4 ⇒ (1) + 4 = 5

Extra Attacks (if needed):

Melee Attack: 1d20 + 3 ⇒ (12) + 3 = 15 for Damage: 1d6 + 4 ⇒ (4) + 4 = 8
Melee Attack: 1d20 + 3 ⇒ (4) + 3 = 7 for Damage: 1d6 + 4 ⇒ (5) + 4 = 9
Melee Attack: 1d20 + 3 ⇒ (13) + 3 = 16 for Damage: 1d6 + 4 ⇒ (6) + 4 = 10
Melee Attack: 1d20 + 3 ⇒ (14) + 3 = 17 for Damage: 1d6 + 4 ⇒ (5) + 4 = 9
Melee Attack: 1d20 + 3 ⇒ (8) + 3 = 11 for Damage: 1d6 + 4 ⇒ (5) + 4 = 9
Melee Attack: 1d20 + 3 ⇒ (14) + 3 = 17 for Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Melee Attack: 1d20 + 3 ⇒ (1) + 3 = 4 for Damage: 1d6 + 4 ⇒ (6) + 4 = 10
Melee Attack: 1d20 + 3 ⇒ (5) + 3 = 8 for Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Melee Attack: 1d20 + 3 ⇒ (13) + 3 = 16 for Damage: 1d6 + 4 ⇒ (6) + 4 = 10
Melee Attack: 1d20 + 3 ⇒ (2) + 3 = 5 for Damage: 1d6 + 4 ⇒ (2) + 4 = 6


GM Rolls:
Attack: 1d20 + 6 ⇒ (13) + 6 = 19
Attack: 1d20 + 6 ⇒ (17) + 6 = 23
Attack: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 1d3 ⇒ 2

Your hit seems to drive the creature into a frenzy as it continues to lash out at you wildly. You're hard-pressed to block it's strikes, and it lands another shallow gash on your arm before you're able to put it down.

Take another 2pts damage.

Combat is over
Total Time: 14 rounds


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Iris sighed in relief and, after checking to be sure the vermin were actually dead, she channeled a bit of holy energy to heal herself.

Channel Positive Energy: 1d6 ⇒ 2
Channel Positive Energy: 1d6 ⇒ 4

HP: 19/19. Channel Energy: 6/8, Arcane Pool: 5/6, SoSL: Legendary Power: 1/2

Once she was done with that, Iris took just a few moments to straighten out her appearance and make herself look as presentable as possible. Image was important to gods. Well, most gods. The ones that appeared to people. Even the ones that pretended to hate images tended to care about how they were depicted, and she was no different in that regard as she set off, moving carefully down the corridor as she looked for a way out.

Perception: 1d20 + 9 ⇒ (13) + 9 = 22

<"They got in, so there should be some way of getting out..."> she muttered in Celestial.


The corridor doesn't go too far before it becomes partially blocked by fallen rock. Perhaps that was the crashing sound that woke you up? It appears that with a little effort, you can pass by. From there, you can see a large cavern softly lit by biolumescent fungi.

What did you use the SoSL's Legendary Power on?


Oh, I almost forgot...

As you bend down to check the bodies, they suddenly combust in a flash of bright white light. When your vision clears, the bodies are gone, leaving only empty rags.

Two Fort Saves DC 13 to avoid being blinded for 1d6 ⇒ 6rds.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Wait, no, I didn't use that. XD; I'd been thinking about it for an earlier attack - nevermind!

After carefully picking up the items of note from the beasts - maybe she could trade them later, and more relevantly, she was wrapping them in tatters of cloth to avoid accidentally poisoning herself - Iris strode forward and looked at the cave-in. She frowned a bit, but moved forward anyway, trying to push through. "It just had to be a cave..." she muttered unhappily, still longing for the warmth of the sun. Well, the faster she was out of here, the faster she could see it again.

If it counts as difficult terrain, Iris will use Agile Feet to make bypassing it easier. If not, she'll just squeeze through as best she can.


We posted at the same time, so I think you missed something. :-)

The cave-in will require squeezing to bypass, so use Agile Feet or not, you can still get through.

The tunnel widens and becomes a vast cavern. You can see tunnels leading east, west (with at least one southern offshoot), northeast, and northwest.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Indeed. XD

Fortitude: 1d20 + 9 ⇒ (11) + 9 = 20
Fortitude: 1d20 + 9 ⇒ (5) + 9 = 14

Iris winced a bit as the light washed over her, but she was quite fond of illumination to begin with, and the bodies didn't quite manage to disturb her vision. She was, however, a bit concerned about whatever had caused those bodies to vanish...

Any knowledge check to try and figure out what it was, or is the effect something Iris wouldn't recognize?

A little bit of squeezing later, Iris emerged into a larger cavern and crossed her arms as she looked at the tunnels, then began looking at each one. "All right, unless somebody's messing with gravity..." she muttered, still trying to process how thinking worked in this frail, fleshy form. There were two things she was searching for - an obvious slope upwards and clear signs of foot traffic. Heavy use of any tunnel suggested it would lead her to some kind of civilization, but judging by the creatures she'd just fought, barging in and announcing herself might not be the best idea.

Perception: 1d20 + 9 ⇒ (10) + 9 = 19


Iris doesn't have the right skills to recognize the effect. OOC, let's just say I 'm enjoying the opportunity to use my all-time favorite species of monsters - one that is severely underused in the Pathfinder mythos. :-)

Also, you're in natural tunnels with minimal signs of manmade sculpting.

You're able to make out faint footprints coming from the western tunnel branch - which slopes slightly downward. The farthest east branch slopes sharply upward, and the northeast branch slopes slightly upward. The northwestern branch seems fairly level.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Iris paced for a few moments, then shrugged and moved towards the northeastern branch and began walking down the tunnel. She was a bit wary of anything coming down a steep slope - gradual paths up and down seemed like they'd work better in this environment, though she did keep her staff at the ready, just in case she needed to dissuade anything else that might be walking these halls. She was alone now, aside from her thoughts, and that was... disturbing. She couldn't remember the last time she hadn't been surrounded by the thoughts and prayers of others. ...Was this what fear felt like?


It doesn't take long before the passage widens out into another large chamber. Like the last, this one is empty. Natural tunnels lead off to the East (gradually sloping upward), West (relatively level), and Southwest (slightly sloped downward and appearing to lead back to the previous chamber).

Iris Perception: 1d20 + 9 ⇒ (14) + 9 = 23

Although the rough stone ground leaves few tracks, you can faintly make out depressions that indicate regular footfalls. While all three branches show evidence of travel, the majority head East.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Iris nodded slightly and followed the tracks to the eastern tunnel, figuring it was best to match whatever path seemed like the most-used. That suggested she was approaching a main path through the caves - assuming she wasn't already on one - and entrances to the world beneath tended to be limited. With nothing else to go on, this was the best guess she had, and she wasn't in the habit of constantly second-guessing herself. She simply strode forward, using her staff as a walking stick as she hunted for an exit.


The tunnel winds around for quite a ways before splitting into a trio of roomlike chambers. The center one is filled with mushrooms (similar-looking to the ones you found in the creatures' robes). Each of the side rooms holds improvised bedding pallets. Four more of the cloaked creatures are tilling the mushroom field.

You haven't stated you're being stealthy, so I'm assuming you're not. However, the creatures are distracted. You have the higher Perception modifier, so you notice them first. You're 40-50ft from them.

Rudimentary Map (not to scale)

You're the 'X'. Naturally, I've left out a good portion of the map, but you're navigating rather well thus far. :-) Fairly soon, I'll be inserting some published material, and the maps will improve drastically, but here's something to help you out for now. Ignore the numbers, by the way. They're meaningless for this campaign.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

She hasn't trained in it. Also... unless she realizes she's in deep trouble or working on a specific plan, let's just say Iris doesn't usually think in terms of stealth. XD

Iris peeked into the field ahead, then narrowed her eyes slightly. This was some kind of... underground farming area? Well, even underground groups needed to eat, but she had no intention of bothering simple farmers. It didn't look like this was the way out, so she quietly turned around and left the chambers, going back the other way and trying to see what else she could discover. At the very least, she wanted to avoid going down unless she had no other choice, so staying level was probably the best option for now.

Also, numbers are still good as references. XD Iris is heading left out of chamber seven.


You quietly sip away from the mushroom tillers and retrace your steps. Taking the Western branch from the previous large chamber, you journey onward. After an indeterminable amount of time, you come to a fork in the tunnel. Checking the right branch, you see the path sharply descend and eventually become a steep drop that seems to descend for miles.

Suddenly, you realize where you are. After all, what better place to imprison the Goddess of the Morning than entombed inside a long-forgotten cavern in the Darklands?

Path options are down the right fork (for the incredibly-brave or foolhardy), down the left fork (toward unfamiliar territory), or back the way you came (to try out a different tunnel).


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Almost instinctively shying away from the path heading deep into the earth, Iris took the left fork, frowning a bit as she tried to recall information about the Darklands. Unfortunately, she hadn't been able to save much information on geography, not with everything else that had been going on... and it would have been of limited use anyway. Omniscience was a terrible thing to lose... but perhaps because of the disturbingly sharp drop before, Iris was being a bit more cautious than usual.

Perception: 1d20 + 9 ⇒ (2) + 9 = 11

...That may have gone slightly better if she'd known what to stay on the lookout for.


The path continues for at least half a mile but gradually begins to ascend. It dead-ends into a blank wall, but you can hear sounds coming from the other side. Namely malevolent chattering in whatever language those robed creatures speak, but you do hear occasional cries for help (in common) and faint whimpers of pain.

Iris Perception: 1d20 + 9 ⇒ (20) + 9 = 29
Iris Disable Device: 1d20 + 4 ⇒ (5) + 4 = 9

Upon closer examination, the cavern wall shows signs of excavation. While none are large enough to see through, there are visible cracks in the stone - as if someone had tried to break through from the other side. The marks are quite old and appear to have been made with a pickaxe. Unfortunately, you're unable to assess how close the wall is to collapse.

Rolled Disable Device as you don't have Knowledge(engineering) or Survival. :-)


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Yeah, I plan to put a little bit of training in everything as I level up, but... XD Well, nobody starts a master.

She was far better at hearing people than looking at the world they lived in - which honestly wasn't much of a surprise, all things considered - and Iris frowned slightly as she considered her options. She could just try to blast through the wall (the fact that she was seriously considering this idea, while underground, without engineering experience said a lot about her lack of knowledge), since she really didn't want to abandon any mortals that needed help...

Is Iris able to determine how thick the wall is? If it's an inch or so, she could probably use Hairline Fractures, and then augment her physical blow with a spell to blow the wall down.


Iris isn't able to tell how thick the wall is, but hairline fractures is tailor-made for this sort of thing. Good idea, by the way. I hadn't been aware of that spell's existance. :-)


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Good: I can set Hardness to 5. Bad: I have to deal quite a bit more damage than that to efficiently bring the wall down. XD

Well, she could meditate for a little while to cast the magic normally, but that overlooked two details. First, Iris was a little bit impatient. Secondly, the spell would be weaker if she cast it that way - and since she couldn't determine the exact thickness of the wall, that meant she wanted to cast it with as long a duration as possible. Besides, what were her divine powers for if not to use them for the sake of others?

The light of the dawning sun shone from her eyes for just a moment as she placed a hand against the wall and more-or-less demanded that reality stop telling her she couldn't do something. Cracks spread out from where she touched, and

Using Inspired Spell to cast Hairline Fractures on the wall, setting it to 5 hardness and 10 hp/inch for 3 rounds. 4/5 Mythic Points remaining today.

A moment later, light shone down the edges of Iris' staff as she shifted her grip on it, sliding her hands further apart and charging it with arcane power before launching a furious series of blows designed to batter down the wall.

Arcane Pool: 4/6 remaining today. Switching grip to use the Staff of Sacred Light as a Double weapon. Also, she's attacking a wall, so I don't think there's much need for attack rolls... but if you want them, let me know. XD

Round 1
Melee Attack: 1d6 + 4 ⇒ (1) + 4 = 5
Melee Attack: 1d6 + 2 ⇒ (3) + 2 = 5

Round 2
Melee Attack: 1d6 + 4 ⇒ (3) + 4 = 7
Melee Attack: 1d6 + 2 ⇒ (4) + 2 = 6

Round 3
Melee Attack: 1d6 + 4 ⇒ (2) + 4 = 6
Melee Attack: 1d6 + 2 ⇒ (3) + 2 = 5

Total: ~5 HP of damage to the wall, since hardness. XD

Bah, not exactly the greatest strikes she'd ever made, but most magic was of limited effectiveness against objects - and she couldn't twist reality badly enough to overcome that just yet. However, the wall had already been weakened - and hopefully, this would be bringing it closer to being broken down. ...And alerting whatever was on the other side to her presence, but they didn't know she was potentially an enemy, right? ...Right?


The chattering ceases as you begin to batter down the wall, but the weak cries for help intensify. It takes several strikes, but the already-stressed wall crashes down, creating a mini-rockfall. (Reflex DC 15 to avoid 1d6 damage + entangled) The area is dark. Incredibly dark. Supernaturally dark, even. You can't see a thing - not even your hands.

Spellcraft DC 18:
The area's under the effects of a deeper darkness spell.

Iris Initiative: 1d20 + 7 ⇒ (13) + 7 = 20
Their Initiative: 1d20 + 4 ⇒ (3) + 4 = 7


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Iris had just a moment to glimpse the darkness before the rocks came tumbling down...

Spellcraft: 1d20 + 9 ⇒ (1) + 9 = 10
Reflex: 1d20 + 9 ⇒ (16) + 9 = 25

...and while the darkness didn't make much sense to her (honestly, it never had - her role as Goddess of the Morning meant that she was non-metaphorically the very antithesis of darkness, and had fundamental difficulties with coming to terms with it on any level except as something to be pushed away), she was able to dart away from the rocks, into the darkened area, and bash aside the few boulders that still managed to come towards her. Iris held out her staff a moment later, and while it couldn't be easily seen within the darkness, her body was suddenly surrounded by a glowing aura of energy. If any enemies here were capable of firing at her despite the darkness, this spell ought to help thwart them.

Cast: Entropic Shield via SoSL.
Entropic Shield: 1/10 rounds. Enhanced Weapon: 4/10 rounds. Mythic Power: 4/5, Arcane Pool: 4/6.


GM Rolls:
Attack: 1d20 + 8 ⇒ (16) + 8 = 24
Attack: 1d20 + 8 ⇒ (20) + 8 = 28
Confirm: 1d20 + 8 ⇒ (3) + 8 = 11
Damage: 2d6 + 3 ⇒ (1, 5) + 3 = 9

The attack comes out of nowhere as two blades slice across your chest. Along with the pain, you also feel the stinging sensation of poison attempting to gain purchase. At least now you have a general idea of your attacker's whereabouts.

Take 10pts of damage and give me two Fort saves. Both are DC 15, but if you fail the first save, the second becomes DC 17. Each failure nets you 1d2 STR damage. Oh yeah, he has total concealment, so 50% miss chance unless you can negate the darkness. This should be fun. *evilGMgrin*


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Negating a higher-level darkness spell at Level 1? Not with this build... sadly enough. DX

Fortitude: 1d20 + 9 ⇒ (5) + 9 = 14 ...Surge: 1d6 ⇒ 3 Total: 17. Mythic Power: 3/5.
Fortitude: 1d20 + 9 ⇒ (4) + 9 = 13 for Strength Damage: 1d2 ⇒ 2

Two weapons cut across her, and Iris bit back a scream, even as she focused her will and forced one of the poisons out from her body. The other managed to sap her strength a bit, though.

Instead of staying to fight in the darkness, Iris turned around and darted back the way she'd come, power surging through her feet as she went.

Acrobatics (Avoid Threatening): 1d20 + 5 ⇒ (5) + 5 = 10 Boy, she has NO luck here. XD At least failing this doesn't mean they automatically get to hit her, though they might anyways... Also using Agile Feet, 8/9 left, to go right past the cave-in's terrain without worrying about how difficult it is to navigate.

Once she was back away in the hallway, Iris focused on her internal power, converting her prepared Sanctuary into Cure Light Wounds. Here, at least, she'd probably have a better chance of being able to fight properly. She really didn't enjoy the darkness.

CLW: 1d8 + 1 ⇒ (5) + 1 = 6 HP: 19 - 10 + 6 = 15/19
Entropic Shield: 2/10 rounds. Enhanced Weapon: 5/10 rounds. Mythic Power: 3/5, Arcane Pool: 4/6, Agile Feet: 8/9. Strength: -2.


That's right, you swapped out your daylight SLA.

Your adversary merely laughs as you hastily exit the dark chamber, content to let the poison do its work.

Give me another Fort Save DC 15 or take another 1d2 STR damage.

New Round
Your turn


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Yeah, I'll get that later on via her staff. XD I'd muuuuch rather have what I swapped it out for.

Iris focused, and-

Fortitude: 1d20 + 9 ⇒ (9) + 9 = 18

-threw off the poison's attempts to continue eating away at her strength. Her body wasn't so weak that she couldn't handle a few mortal poisons, though she did listen thoughtfully to the noises her foe made. With that, she carefully maneuvered so that she was thirty-five feet back in the tunnel, just past what most creatures could easily manage while still attacking or casting, and she took up a defensive position to see how her foe would react.

Total Defense. +4 AC
Entropic Shield: 3/10 rounds. Enhanced Weapon: 6/10 rounds. Mythic Power: 3/5, Arcane Pool: 4/6, Agile Feet: 8/9. Strength: -2.


GM Rolls:
Attack: 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21

From out of the darkness charges a black-robed figure wielding twin shortswords. Although similar-looking to the black-robed mushroom farmers, it's significantly taller (almost 6ft tall) and exhudes a palpable aura of menace. It takes a hasty swipe at you, but you're able to block it thanks to your extra vigilance.

New Round
Your turn

It's related to your previous enemies, but since it didn't technically exist when you were a Deity, you still don't get a Knowledge check. :-( It's within full-attack range, though, and you can see it clearly.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Same reasoning I've used myself. XD Actually very useful when you want to legitimately surprise a player, particularly if they're very familiar with normal foes...

Arcane power surged through Iris' body as she focused, briefly bringing up her quarterstaff in one hand to ward her foe away as she charged her power. Best to take this foe down quickly...

Cast Defensively: 1d20 + 8 ⇒ (15) + 8 = 23

Expending 1 Mythic Power to use Wild Arcana and cast Shocking Grasp at CL 3. Melee attack +2 (suffering poison penalty), with a +3 bonus from the spell effect - I'm assuming those shortswords are metal.

Melee Touch Attack: 1d20 + 5 ⇒ (9) + 5 = 14 for Elec Damage: 3d6 ⇒ (1, 5, 2) = 8

The incarnate goddess punched out with her fist as she pulled her staff back, trying to keep him confused about how she'd actually attack. Yeah, she definitely needed to take some time and really train with her staff so she could use it properly - it just wasn't enough for her quite yet, especially with the poison still working its way through her body. "...I don't suppose you'd care to surrender?" she inquired.

Entropic Shield: 4/10 rounds. Enhanced Weapon: 7/10 rounds. Mythic Power: 2/5, Arcane Pool: 4/6, Agile Feet: 8/9. Strength: -2.


Yeah, underused monsters + no Knowledge checks = fun times for the GM :-)

GM Rolls:
Attack: 1d20 + 8 ⇒ (16) + 8 = 24
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Attack: 1d20 + 8 ⇒ (15) + 8 = 23

The creature reels back in pain, electricity dancing up his sword blades. It seems angry as it lashes out at you once more. You block one strike, but the backstroke grazes your arm (take 4pts damage).

New Round
Your turn


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Iris jabbed out with her quarterstaff again...

Attack Roll: 1d20 + 3 ⇒ (6) + 3 = 9

...but perhaps because of the poison still working its way through her body, the blow wasn't an especially good one and went quite wide, even as the creature managed to push through her defenses and score a hit against her. Well... if this wasn't working the way she'd hoped, perhaps it would be better to adjust her strategy instead. She'd need to ward off its next blow before she could do that, but... well, she'd never been fond of being totally predictable.


GM Rolls:
Attack: 1d20 + 8 ⇒ (19) + 8 = 27
Damage: 1d6 + 2 ⇒ (2) + 2 = 4

The creature easily bats away your blow and slashes you again (for 4pts damage). It laughs and says something in its foul language.

New Round
Your turn


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Iris winced - the creature was hitting her far more reliably than it had any right to, and after a moment, she darted backwards.

Acrobatics (avoid provoking AoO): 1d20 + 5 ⇒ (19) + 5 = 24

After moving forty feet backwards - she was faster on her feet than most people - Iris focused on her divine powers and sent out a wave of healing energy... with an opponent who ought to be too far away to benefit from the revitalizing surge.

Channel Energy (Heal): 1d6 ⇒ 3

She was actually fairly confident in her ability to outmaneuver her foe, but more importantly... she had no intention at all of allowing such a beast to defeat her, and she grimly gripped her staff a little more tightly.

Entropic Shield: 6/10 rounds. Enhanced Weapon: 9/10 rounds. Mythic Power: 2/5, Arcane Pool: 4/6, Channel Energy 5/8, Agile Feet: 8/9. Strength: -2. HP: 10/19.


You easily tumble away from the creature and begin to heal yourself. Apparently reluctant to stray too far from the supernaturally-dark room, it doesn't follow.

New Round
Your turn

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