The Forgotten God (Table 5)

Game Master Rednal

Astoroth, God of Facts and Information-Gathering
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The Cathedral
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Unused


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Table Five.


Male (he/him) Aberration (bodysnatcher)

.


The first thing that comes into your mind is fear. In the ages since you first ascended to divinity, you knew things. You knew the shape of the cosmos, the secret names of countless spirits, the plots and intrigues of other deities. Others knew you and fear you - not so much for raw power, though as a true deity you had plenty of that, but for the hidden knowledge you possessed. Few were ever entirely sure that you didn't know what they were up to, and that uncertainty - coupled with a nicely neutral nature - allowed you to stand a little ways apart from the usual issues that occupied the gods.

And then...? You lost it all in a moment of violence you'd been unable to see coming. All of your ability to gather information and prepare had failed you, and the Fount of Knowledge was struck down from the heavens. Your knowledge has fled your mind - having experienced a divine intellect, you are now limited to mortal thought processes, and saying you possess a fragment of a fragment would be far too generous. You remain beyond what a mere mortal would call 'genius' - but you might as well be an imbecile, given what you were before. From that lofty vantage point, there's not much of a difference.

As if that weren't bad enough, you can see nothing at all - only pitch blackness. Still, you are nothing if not good at gathering scraps of information, and after taking a few deep breaths you begin to explore with all of your other senses. The substance surrounding you is straight and flat - some kind of stone, artificially worked to create this smoothness. It's rectangular, and not much larger than you are - indeed, the front of it seems to be mere inches ahead of your face, and you're leaning against the back. It's... solid may be the best word, and you can faintly hear voices coming from somewhere outside the rock you're held within.

You could probably push your way free with a show of force... or try some other method of escaping your confines, such as making noise and hoping for someone else to rescue you.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

where am I? stone box. coffin?
which plane? unknown. possibly the material.
why am i here? unknown.
how did i get here? unknown.
what do i remember? surprise attack.
more details? unknown.
why am i still alive? unknown.
did one of my contingencies activate? unsure, but possibly.
current status? alive. healthy. nearly powerless. mortal?
more details? unknown.
other relevant information? voices nearby. more than one speaker.
best course of action? cautiously meet speakers to gather more information.
first step? escape current confines. test body's physical capabilities in the process.

His analysis complete, Astoroth pushes hard against the wall in front of him.

If necessary
STR: 1d20 + 3 ⇒ (12) + 3 = 15
Surge: 1d8 ⇒ 8


Basic surge is 1d6 - I believe the legendary surge is the only one that gets an increase. You don't need to surge here, either. ^^

There's a grating noise as the stone eventually moves moves beneath your hands, and you're able to push it to the side. There are no natural sources of light, but Darkvision solves this little problem - you're in a box-like chamber with smooth walls of stone and mortar, about twenty feet wide on each side. There's a single opening that leads to an archway and the faintest bit of flickering light can be seen in that direction. The voices seem to be coming from there as well, though you can't pick out individual words just yet.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

How many different voices can I hear?


They're indistinct, so it's hard to be sure, but at least three.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

multiple voices: information can be gained from them

Free from his stone prison, Astoroth spends a moment calling some of the ambient air to surround him and blow away any dust. Then, robes swirling, he calmly steps to the archway.

Activating Breeze-Kissed to gain +2 AC vs nonmagical ranged attacks.


The archway immediately turns to the side, and down it you can see four robed figures moving in your direction. They're humanoid in size and shape, and carrying torches to help them see... but, more importantly, they let out a cry of surprise as they see you, and immediately start rustling through their bags. It's not yet clear what they're doing.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Astoroth continues his calm, unhurried advance towards the figures. "I hope you're not doing something foolish like reaching for weapons. You outnumber me four to one and don't even know who I am or what I'm doing here. If you're presence here is supposed to be secret, you don't need to worry about me fleeing to spread the alarm. Behind me is a dead-end. In addition, I'm clearly unarmored and weaponless. If instead your presence is benign, then I'll simply assure you that you have nothing to fear from me. Either way, let's talk for a moment."

Diplomacy: 1d20 + 9 ⇒ (18) + 9 = 27

Just a reminder that my AC is currently 25 vs nonmagical ranged weapons

Out of curiosity, do I have Book with me at the moment?


Yes, you do have your book.

The four men evaluated you for a moment. They were blocking the way out quite firmly, and assuming what you said was true, you definitely wouldn't be able to escape too easily. One of them - dressed in finer robes than the others - shifted a bit and seemed to look at you from under his cowl. "Who are you, and what are you doing here?"

As he spoke, a flicker of information went through your mind. Those who claimed divine power without being able to offer proof were often ridiculed... and those who persisted could find themselves encountering some truly unwelcome guests. It might be best to avoid mentioning that particular detail for now.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

the mere fact that this mortal doesn't recognize me by sight means he's obviously not full of religious knowledge. There could be other reasons, but best to begin with the simplest assumption. Occam's Razor is a thing, after all. Assuming that my questioner was no religions scholar, it's best to avoid making ludicrous claims of divinity - despite their truth, I have no way of proving it at this time. Fortunately, the man's second question means that he's not directly responsible for whatever happened to me.

"My name is Astoroth, a scholar. As to what I'm doing here, I'm hoping you can help me answer that. I woke up down here just a few moments ago and am trying to figure out what happened. I think I was attacked and transported here, but I don't know why. I'm fairly certain that you're not responsible, so maybe you could be of assistance. Where am I?"


The men glanced at each other, looking a little confused. "Impossible." the leader said. "We only just opened the doors ourselves, and I'm sure it hasn't been opened by anyone else since well before the Age of Lost Omens began!" He was starting to sound a bit suspicious, and began looking you up and down more carefully. "You some kinda weird undead?"


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

How does that time period relate to me? Am I aware of the term? Do I know about Aroden's death?

Astoroth sighs. "There are more ways to enter a location than a simple door. Teleportation, passwall, and stone shape, for example. It should be equally obvious as well that I'm not an undead. After all, most undead intelligent enough to have this discourse with you would probably have killed you already. If that isn't enough to reassure you, expose me to positive energy. By your statements, you're most likely explorers or tomb robbers, so I'd expect you to have at least one healing potion or wand. Will that satisfy you?"


You do not know of the age - nor Aroden's demise. This fact alone should be an excellent tip-off that quite some time has passed since you were struck down... and haven't gone too well, given the name.

The man snorted. "You've been listening to too many fancy stories. Real people with the talent to do that sort of thing don't just wander around graves for fun - they simply sell their services, and nobody buys such passage into a sealed tomb whose interior is totally unknown. Not when they could go through the front door and ensure they don't end up inside a wall. All right, I'll accept that you're not trouble... for now..." He squinted at you a bit harder. "But that still doesn't explain why this tomb is even here. Middle of bloody nowhere, and it doesn't even have anything fancy in it!"


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

age of lost omens? i've never heard of that era - and i know the entirety of human history! and it was stated as if it happened eons ago! how long have i been asleep? has my knowledge been made obsolete?

For the first time, Astoroth feels a hint of fear - but also a good amount of curiosity. After all, while he may have been as ignorant as an infant, he now has an enormous amount of information to catch up on. To start, he needed to explore this place, gain all available tidbits of knowledge, and then find the nearest population center.

"Don't ask me! Like I said, I just woke up. Is there really nothing of interest here? No paintings, no statuary, just plain featureless rock? And where is the 'middle of bloody nowhere', anyway?"


The man eyed you for a moment, then turned around. "Follow me." he said. His companions, silent up 'till now, gathered at his back and seemed to be protecting him as he went back down the hall and presumably towards the entrance. It seemed he was more interested in showing than telling, though there were several more corners you had to round.

When you finally reached the entrance, the man simply waved one hand. In front of you was an open grassy plain stretching clear to the horizon. The tomb itself had an entrance on the ground, with steps descending into the tunnel. There were no significant markers on the outside, just a heavy block of stone that looked like it had been recently removed from the entrance. There was no sign of a town nearby, nor any quarry for the stone that had been used to build its walls (and given the size of the place, it had needed a lot of stone).

"Middle of bloody nowhere. Wouldn't have even noticed if my horse hadn't literally walked across the entrance." the man growled, indicating some nearby steeds.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Knowledge(geography): 1d20 + 12 ⇒ (1) + 12 = 13 (where am I?)
Knowledge(history): 1d20 + 12 ⇒ (17) + 12 = 29 (can i tell the age of this place?)
Knowledge(nature): 1d20 + 12 ⇒ (18) + 12 = 30 (compsss-wise, where am I?)
Knowledge(religion): 1d20 + 12 ⇒ (5) + 12 = 17 (is this a religious structure?)
Perception: 1d20 + 7 ⇒ (14) + 7 = 21 (anything else of interest?)

Astoroth keeps his eyes peeled and senses sharp as he follows his guide outside. "Well, this is an interesting site, indeed. I wonder why it was built, as the amount of stone here would require either powerful magic or a small army of laborers and a long transport chain. Where's the nearest city?"


You're unable to place your location with any kind of accuracy - save for the obvious, in that you're not terribly close to any mountain. It's somewhat harder to place the exact age of this area - the interior looked disturbingly new, with none of the dust or debris that would normally accumulate over a long period of time. On the other hand, if your source is reliable, this place has clearly existed for quite some time. An odd contradiction, that. Getting directions requires a bit of survival knowledge - which you seem to have lost - but the tomb doesn't seem to be particularly religious. At least, not abnormally so - all places where the dead rest are religious in a way, some are just more so than others.

"The closest place is Nisroch, to the south-east - a good place to go if you want to leave the country." the shrouded man said. "You're likely to be seen as an outsider here and, well, most people don't like outsiders much. Not unless you've got a lot of money or friends among the nobility, anyway."


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Knowledge(geography): 1d20 + 12 ⇒ (10) + 12 = 22 (is that enough to know I'm in Nidal?)


Yes, it is enough to pinpoint the nation you're in. Incidentally, given that you were struck down well after Earthfall, you're quite aware of the nation's... unfortunate religious preferences.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Nisroch, a thoroughly unpleasant city in a thoroughly unpleasant country. Of course, i don't have too many other options at the moment, and this puny mind hasn't been able to glean any more useful information at the moment.

"I suppose I should seek out Nisroch, then. Perhaps I can find more information there. You've been helpful, and for that, you have my gratitude."


"Bah, didn't do much..." the man grumbled. "You leavin', then?" he made no move to re-enter the tomb, and it wasn't hard to figure out why... he'd be in trouble if you just stole all the horses, after all, and was clearly looking to make sure nothing of that sort happened. His three followers, meanwhile, were keeping their heads down...


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

before i go, i should ascertain these mortals' identities...

"If nothing else, you kept me from being trapped in that place. Are you and your quiet companions with any sort of organization? Maybe I can put in a good word for you."

Diplomacy: 1d20 + 9 ⇒ (13) + 9 = 22


"We are simple surveyors, looking for good locations to build things. Forts, towns, mines... nations have many needs, and pay well for information on how they can meet those needs. I'd rather not give out any names - just in case there's trouble in the future, you understand." He didn't seem hostile, but... he was definitely wary. This was a land mired in evil, after all, and you probably wouldn't live too long if you were too trusting.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Sense Motive: 1d20 + 7 ⇒ (12) + 7 = 19


You can't tell for sure, but nothing seems entirely out of place here. If he'd wished you hard, attacking within the confines of the tunnels would have been far easier - and indeed, he could even have invited you back inside after attempting to figure out your motives. He seems wary - as mortals often are when meeting strangers - but not hostile.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

"I understand completely. Discretion is naturally crucial for that line of work. In that case, I won't take up more of your time. How far is Nisroch from here?"


"Maybe a day's walk to the outer hamlets, and another day to the city proper." the surveyor said, narrowing his eyes in thought. "You'll want to find someplace decent to spend the night, but it shouldn't be too hard if you can find an inn. I wouldn't expect much from asking strangers to let you into their house, though - they're more likely to grab a hot poker than let you in."


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Astoroth nods. "Once again, I thank you. I wish you luck on your survey. Observe. Reflect. Experiment. That will bring you success." He doubted any of them would recognize his aphorism, but that didn't stop him from uttering it. After all, that was how he interacted with the world, and it's worked out well so far - present situation notwithstanding.


The men kept watch until you were gone, and it seemed one of them would be staying to watch things as you began moving in the direction indicated. The sun was already high in the sky, blazing down upon you... and it was about three hours into your trip when you first felt a strange pain within your body, almost as if you'd been stabbed in your abdomen despite the lack of a wound.

Constitution: 1d20 + 3 ⇒ (15) + 3 = 18

It didn't seem immediately problematic, but nor was it going away...


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Untrained Heal: 1d20 + 3 ⇒ (1) + 3 = 4 hah!

Astoroth grimaces at the unfamiliar sensation. i've received injuries before, but i don't remember anything like this. Realizing that even the Fount of Knowledge needs assistance with fact-finding on occasion, he focuses his mind and calls out to one of his servants.

Spend one sphere point to summon Minion. He'll remain as long as I spend a standard action to concentrate.

Assuming no difficulties:
A few seconds later, a purple wyrmling materializes from a small rift in the planes and perches on his shoulder.


The minion arrived without trouble - though, rather unfortunately, you were completely unable to identify the source of the pain within you. It didn't seem bad enough to disrupt your concentration (thank goodness for small blessings), nor did it seem to be moving around, but it would probably be best to identify and treat it sooner instead of later. Perhaps the minion could shed new light on this situation...


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

As usual, Astoroth doesn't bother with even the most perfunctory of greetings. After all, Minion was specifically created to serve him, and pleasantries just waste valuable time. "I have two questions for you at this time. First, how long has it been since I last summoned you? Second, I am experiencing a strange pain in my abdomen. There's no outward sign of injury, and it seems localized to the one area. I don't remember being exposed to any poisons or pathogens and am currently unable to determine other possible causes of discomfort. What are your thoughts?"


An odd expression crossed the creature's face as it sat there, puzzling out your question. It tilted to the side a few times, then blinked at you. "Have we met? I don't think I've ever seen you before." Minion said. "As for the pain, when was the last time you ate? Maybe you're just hungry."


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Sense Motive: 1d20 + 7 ⇒ (6) + 7 = 13 guessing that's not enough to get anything useful

Astoroth looks rather confused for a minute before his expression clears. "I don't understand. Has my appearance changed, or were you exposed to something memory-altering? I don't remember you being so forgetfu ... ... ... Ah, I see. You were telling a joke. It's humorous because you're my chief aide. Well done."

hunger ... i'd completely forgotten that mortals require food for sustenance ... this mind is so feeble ... what do mortals eat?

"Minion, we are several hours from civilization. What do people typically eat in such a situation? Do they scavenge for food, or is the grass edible?"


The Minion just blinked. "No. I've never met you before. I'm quite confident in my memory, too - there aren't many sylphs who can summon me, so I'd remember. As for food, scavenging is the most common option for anyone with the sense to learn it, looking for edible plants, tubers, and the like... though people with that much sense usually carry food with them to start with." He seemed quite confused about your insistence that you knew him - the lack of food was just another oddity.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

hmmm ... either my appearance has changed drastically from the last time i summoned him, or there's powerful memory-altering magic at work

"Thank you for your help, Minion. I have one last request: show me what I look like at the moment. Then you can return to your home plane." (the idea is for Minion to spend a sphere point to create an image of me that I can compare to the mental picture I have of myself)

Once this is done and Minion as returned home, Astoroth continues to travel southwest toward Nisroch. As he walks, he analyzes the terrain in search of something to provide essential nutrients. Small creatures, berries, even certain tubers could provide sustenance in a pinch. It may not be tasty, but it would keep him going until he could locate civilization.

Knowledge(geography): 1d20 + 12 ⇒ (6) + 12 = 18
Untrained Survival: 1d20 + 3 ⇒ (20) + 3 = 23


The image was easy enough to create, and you looked... not quite as you remembered. Gods took many forms, of course, but tended to quite obviously be gods unless they were deliberately disguising themselves. Your current form seemed to lack that spark, like a painting of the stars instead of the real thing.

On the other hand, your basic features were the way you'd wanted them to be when creating the body, and you were still recognizable to yourself.

Meanwhile, in this case, you were able to gather an impressive amount of food despite your lack of skill in survival - analytics at its best, really, and the pains quickly subsided once you filled your belly. As the sun moved down towards the horizon, the first farms appeared, great sprawling estates with row upon row of grains and vegetables. This was also where the first roads began, and while they weren't paved, they were clearly well-used.

Continuing down the road, you finally found a combination tavern and inn, which seemed to be the local meeting house for all of the farmers in the area. There wasn't much other entertainment to enjoy, and the two-story building was mostly full. This might be a good place to rest for the night - but you could certainly look for alternatives (or simply sleep outdoors) if you so desired.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Minion's portrait confirms Astoroth's theory. His appearance hadn't significantly changed, so that isn't the reason for the lack of recognition. Minion hails from a separate plane, so he can't have been transported to an alternate dimension via a well of many worlds or some other artifact. His discoverers mentioned "The Age of Lost Omens" - a time period of which Astoroth had no knowledge of, so clearly quite a bit of time has passed. Finally, his inner divine spark was gone, and nobody seemed to recognize him - not even his immortal ageless aide. The only logical conclusion was that somebody has done their level best to remove the Fount of Knowledge from existence.

It shouldn't come as a surprise that Astoroth wasn't particularly interested in who did this to him - at least not at the moment. Far more interesting was the how and why this happened. Erasing anyone - let alone a deity - was quite a task, and the process must certainly be a rather complicated one. This would require much study. But there were more pressing matters at hand.

Going off the surveyor's warning, the tavern was the safest place to stay for the night. Astoroth lacked coin, but there were many other ways to purchase food and lodging. He walked into the inn and took a long look around.

Perception: 1d20 + 7 ⇒ (19) + 7 = 26
Sense Motive: 1d20 + 7 ⇒ (20) + 7 = 27 (to gauge the general atmosphere of the place)


You're getting quite a few good rolls there... XD Nice!

More than a few people look askance at you as you enter the building, but they don't - quite - seem hostile. This is a place that does see visitors, after all, even if it's only traders or people coming to inspect the farms, and it's also a natural attraction point for anybody coming in from the wildlands. Calling them friendly would be too generous, but nobody seems inclined to start trouble, either.

The place itself is well-built, though obvious iconography of Zon-Kuthon hangs on the wall in a prominent and honored position. The rest of the walls are decorated with trophies - pelts, antlers, and the like - some of which were probably contributed by people within this very tavern.

"What can I get ya?" the big man behind the counter asked. A single scar ran down his face, across both nose and lip, but his eyes were quite clear as he looked at you.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

What he was about to do was distasteful, but he didn't have much choice....

"Some food and a bed for the night if one's available. I will admit to having no coin with which to pay you, but am willing and able to work for whatever you're able to give me."

Diplomacy: 1d20 + 9 ⇒ (10) + 9 = 19


The barkeeper (for that's what he indeed seemed to be) raised an eyebrow, then jerked a thumb towards the back room. "Dishes." he said. "The Mrs. will keep an eye on you, and if she thinks you did well enough, you'll get a bit to eat and a place to rest." He didn't seem willing to extend any other offer.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Astoroth nods in agreement and sets to work on the pile of dishes. The labor was extremely distasteful to him, and he'd ordinarily have Minion come back and clean them magically, but it was highly improbably that such a thing would be well-received - especially in a region as notoriously close-minded as Nidal. At some point, he'll have to travel to Nex. Unless something had changed, the research facilities there were incredible. An ideal location to figure out what had happened to him. Of course, having no money or possessions (except for Book) at the moment, and being only able to work the most basic of magic, traveling there would be rather difficult. Best to rest and replenish the body's nutrient levels before determining how best to proceed. With a quiet sigh, Astoroth continues to clean.


Even at your worst, you're above the human average in all ways, and cleaning the dishes with a good scrubbing isn't particularly challenging. The work goes on for what seems like hours - probably because it was - but eventually the bar mostly empties out, the orders stop coming... and you're hit with the last set of dishes all at once for another half-hour of hard scrubbing.

Finally, when everything's done, the owner's wife inspects the plates, nods in satisfaction, and passes over a bowl of warm, hearty vegetable soup. Hardly nectar and ambrosia, but it fills your stomach, warms your body, and actually tastes rather good for something prepared by mortal hands. The sun is well below the horizon by now, and you've been offered a small spot in the common room to rest. If there's anything else you'd like to do tonight, now is probably a good time... otherwise, all that's really left is resting.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

While it's hardly the fare he's used to, after at least an entire day (and possibly millennia) without any form of sustenance, the soup tastes absolutely heavenly. Although the urge to bolt it down in seconds was almost overpowering, Astoroth took his time to savor every bite. Eating too quickly tended to make the body sick, after all. Once he was done with his meal, he lay down in his assigned area and went to sleep. His body was quite fatigued from the hours of walking. Besides, if he remembered correctly, while the body slept, the brain went over all accumulated information and assessed its usefulness. When he woke up, things should be somewhat clearer.


As you dream, you see a book hovering in the air before you. Somehow, you know that it holds the answers to the questions you have, but no matter how desperately you reach out, your fingertips are just barely unable to reach. Finally, you slump over, exhausted... and an indistinct figure reaches out and turns the page for you. The only thing on the page is a symbol - a skull, with a four-armed spiral behind it.

Morning arrives, and you wake early as the sounds of people moving around can be heard. The bar's owner and his wife are already getting things ready for the day - the facility seems most popular in the evenings, but they probably do lunch as well, and many fine meals take time to produce. The owner glances over as you wake up, grunts in a bored way, and gets back to work.

Breakfast wasn't part of the agreement, but if yesterday was any indication, you can probably scavenge for food along the way to your destination. The fact that you're on a road now won't hurt your sense of direction, either - there should be no problem keeping up a good pace throughout the day.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Knowledge(arcana?, history?, religion?): 1d20 + 12 ⇒ (4) + 12 = 16 (not sure what's appropriate here)

where am I? wood floor. tavern.
which plane? material.
why am i here? stopped here for the night.
how did i get here? walked.
more details? in Nidal.
current status? alive. healthy. nearly powerless. mortal.
more details? unknown.
best course of action? locate larger population center. acquire money or other means of procuring travel to Nex. if still in existence, conduct research in Arcanimirium or Scrivenbough.
first step? get directions.

Analysis complete, Astoroth opens his eyes and looks around. The dream was troubling, but it also provided an easy focus for his research - when he was in a position to begin properly, that is. Before leaving, Astoroth thanked the innkeeper and his wife for their hospitality and requested directions to Nisroch.


Interpreting the dream is difficult - it's quite possible that it was simply a meaningless side-effect of being mortal again, or the product of your own fears. Or perhaps, as some might say, it represented whatever you wanted it to represent - in the end, all that mattered was how you reacted to it. Gods were notorious for deciding things on their own terms, not having others declare what the world would be.

The directions to the city were easy enough to get - follow the road heading southwest. It wouldn't be a straight trip, but there wouldn't be too many turns, either. Merchants had a lot of say in how roads got built - because they both used them and often got taxed for their construction - and usually subscribed to the theory that the shorter (and less expensive) the road was, the better. Going straight was a great way of keeping costs down.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

that image appeared to be an unholy symbol of some sort ... skulls typically represent either evil or undeath in that context ... it didn't appear connected to either Urgathoa or Zon-Kuthon ... four-armed spiral - connected to one of the Abyssal planes? ... i don't recognize it ... who is this mystery deity?

Astoroth was used to his dreams providing glimpses of possible futures or prophetic omens, but this one was more cryptic than most. He spent the first chunk of his walk mulling over possible interpretations. Every couple hours, he took a mental break to go scavenge for edible vegetation.

Survival (untrained): 1d20 + 3 ⇒ (7) + 3 = 10

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