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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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 nodded. Kozuri's response was slightly disappointing but far from unexpected. "Just making sure we don't waste an opportunity. As I have no interest in selling myself, let's return to the Material Plane."

Ready to move on. :-)


Kozuri nodded, and the two of you proceeded to the Bank of Abadar. Unlike the location in Absalom, this place seemed far more accustomed to planar travelers, and you were simply ushered into the back room where the priest - a dwarf with gold thread braided into his beard to form the symbol of Abadar - took you back to Absalom. Sweat instantly popped out on your skin as you stepped into the much cooler air, and your companion shivered a bit.

"So, what now?" she asked. "I suppose we could try talking people into giving us some information..."


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)

"Well, the items we're searching for are hidden from wish magic and guarded with artifact-level protections. I propose we begin by studying other artifacts. The Blackross Museum is supposed to have a collection of that kind of relics. Let's start there."


The good thing about moderately-famous locations was that it wasn't hard to get directions to them, and you were soon able to get directions to a building in the Wise Quarter. As you stepped inside, you could see an elf dressed in working robes talking excitedly to a pair of humans.

"-just uncovered it in the sands. A tremendous find, really, and we'll have to lean very heavily on the Ruby Prince for permission to export anything and display it here." the elf was saying. "Truthfully, we may be limited to borrowing them for a number of years, perhaps in a rotating display agreement, and the sooner we get started, the better. No idea what traps are inside the place, and with luck, we'll have an agreement before anyone goes 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)

A long-lost artifact only recently discovered? How interesting. Astoroth approached the trio. "Pardon the interruption, but I overheard something of historical value has been found?"

Diplomacy: 1d20 + 15 ⇒ (7) + 15 = 22


The elven curator looked over and nodded. "Aye, down in Osiron." After a moment of thoughtful consideration, he added, "Of course, that's true on any given week of the year, given how much history they have. I love that - there's always something new to try and get for our exhibits here. This time, they think they've uncovered the tomb of the Pharaoh of the Sphinxes - he ruled in that land over seven thousand years ago, and knew many of the secrets of the creatures he was named after. He also claimed he was going to return as a god after his death, though that didn't seem to work out... unless he simply hasn't returned yet." the elf held out his hand. "Nigel Aldain, curator of the museum. This is Lady Michellia Blakros and her husband Damian - their family owns the museum."

"It's a pleasure to meet you." Kozuri said politely, inclining her head in a respectful nod. "I must say, you have a very fine collection."

"The finest on display in the city!" Lady Michellia said proudly. "Nigel's done a wonderful job for us."


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 familiar am I with Pharaoh Sekh Pa-Mefer III?
Knowledge(nobility): 1d20 + 12 + 1d6 ⇒ (15) + 12 + (2) = 29 (+2 if it's a History check instead)


The Pharaoh was around before your time - which is very historical indeed. However, the Book of Truths does have some additional information on the Pharaoh - you'd researched what little information about him was available while planning your journey to the Starstone, though you'd ultimately dismissed it as largely irrelevant since he apparently hadn't ascended after his death. Besides, his tomb was lost, and you hadn't relished the idea of digging through the desert for it. On the other hand, he was apparently very popular while he was alive, and the fact that he didn't rise to divinity was a major disappointment to his people. His close affiliation with the Sphinxes was the only remaining item of interest, as it was said he knew far more secrets of life, death, and power than most men.


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's eyes widened momentarily. "If Sekh Pa-Mefer's tomb has been found, that could be the find of a generation - especially if his research lies within. Any artifacts found would surely be a worthy addition to your collection."


"Indeed, indeed." Nigel said, rubbing his hands together eagerly - though he did seem to note that you hadn't taken him up on the offer of a handshake. "The Ruby Prince will be thinking the same, of course, and there's no sense in making him upset - cooperation and an understanding of the bureaucracy are all we need to get practically anything on display." he looked the two of you over for a moment. "Of course, I have it on good authority that most of the people going there are being fed misinformation about its location."

Kozuri glanced at you for a moment, mostly expressionless, then turned to Nigel and the two members of the Blakros family. "Astoroth's right, that does sound interesting." she said. "Perhaps the goddess of fortune... or antiquities..." her mouth twitched in a smile. "...brought us together today. My friend here is an outstanding explorer - just a few weeks ago, he explored a huge complex built by devils and recovered something extremely important from its depths all by himself. If you'd like to get something from that tomb - legally, of course, we're not criminals - I'm sure we could help."

Nigel and the Blakroses looked at you again, a little more carefully this time. "You have experience in dangerous places, you say?" Lady Michellia asked thoughtfully.


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 nodded. "I've worn many hats in my lifetime, but the foremost has always been that of a scholar. As such, I've traveled through many dangerous locales in the pursuit of a deeper understanding of the world's many mysteries. The incident my friend refers to took place in Cheliax. My research had led me to the site of an abandoned museum built by a group called the Pathfinder Society. The ravages of time had destroyed much, unfortunately, but several items of historical interest remain."


There was a slight smirk on Kozuri's face - the Society's building hadn't been what she was referring to. The Blakroses, on the other hand, looked more than a little interested.

"If they don't know, this could be very valuable information indeed..." the Lady mused. "It is never bad to have the Society in your debt. They have so many pokers in so many fires that they tend to come through for others just to ensure their reputation stays intact. Tell you what - Nigel here knows the real location of the Pharaoh's tomb - and we would reward you quite handsomely for any historical objects legally recovered from it. Getting them into the bureaucratic system Osirion has is good enough - we have connections. And you are, of course, free to study the ruins as much as you'd like in the process. This is a rare chance to try and explore a tomb before anyone else gets there to canvas the site - quite an opportunity, eh?"


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)

Oh, he's fully aware what she was referring to. Considering how they left the area, he doesn't want their names affiliated with what happened. After all, Cheliax has become a nation of censorship and lies, but that doesn't stop information from leaking out. ;-)

Astoroth only had to consider for a moment. "That sounds like a fair trade. In fact, if this expedition ends successfully, perhaps we can make arrangements regarding future expeditions. To the best of my knowledge, the abandoned Pathfinder Lodge hasn't been touched since I found it, for instance. That can be discussed later, however. For the moment, will we require permits or papers giving us permission to explore the tomb? I'd hate for us to enter the area and immediately be arrested by the authorities."


"We'll handle things with the Embassy here in Absalom." Damian Blakros said, smiling slightly. "If you can wait a day, we'll get you a passport for entry and exploration, along with a contract containing more information on your responsibilities. Trust is good, but we've always found that written agreements make things go more smoothly."

There's nothing especially important to do between here and your destination, and there's only so many times people want to roleplay getting on a boat. XD If you've nothing else to do here, we can advance to your arrival at your destination - following any purchases/preparations you'd like to make, of course. Assume you won't have easy access to shopping once you leave.


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)

Thank you! XD

"I quite agree. We'll return this time tomorrow. Will that be enough time?" After their conversation has concluded, Astoroth heads to the markets to procure supplies and a few items for specific contingencies. While making his purchases, he makes sure to see if Kozuri has any specific needs.

I'll put up an itemized list when I get home from work tomorrow, but I don't foresee any major purchases. It'll mostly be alchemicals and some potions.


Kozuri seemed to be doing well at paying for herself - including getting her own food with some coins from a small purse held within her robes. She seemed to be a bit obsessed with being independent, actually - not a surprise after what she'd been through. Your trip to Osirion, as promised, was swift and sure - and the passports you were holding seemed to help smooth your way, too, as the customs officials simply waved you through. Following the directions the Blakros family had given, you were also able to procure the supplies you needed and set out across the sands.

Finally, a shape comes into view. An incredible man-made mountain, the pyramid rises out of the desert sands, a relic of an earlier age. Its limestone casing blocks are weathered from millennia of scouring sands, but the structure seems solid and intact. A stone wall, buttressed by drifts of sand, surrounds the entire structure. To the east stands a squat stone building,connected to the pyramid by a long, covered causeway. No visible entrances to the pyramid's interior can be seen.


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)

Purchases:
Air Crystal x2 (100gp)
Journal, Ink, Inkpen (18gp, 1sp)
Holy Water x5 (125gp)
Smokestick x2 (40gp)

The long lost pyramid of the Pharaoh of the Sphinxes. Astoroth's mind filled with half-forgotten bits of lore from his pre-Ascension research. Even though the Pharaoh never achieved godhood himself, his stored knowledge on life and death could prove useful.

After spending a minute surveying the structure, Astoroth motions toward the smaller building. "Let's begin here."

Taking 20 on Perception for a 35. If needed, he can also Take 10 on most Knowledges for a minimum of a 22-25 (+1d6 inspiration).


A rectangular building constructed of large stone blocks sits on the desert sands to the east of the pyramid. A wide portico opens to the east, its ceiling supported by two rows of red granite columns. A dark passage leads deeper into the temple to the west. It's not hard to tell that the walls were once covered in carvings of some sort, but time has worn them down to the point they're illegible. The good news is that getting to the next room will be fairly easy... though there's no telling what awaits you.

"Hn." Kozuri said, looking around with an interested expression.


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 venturing further, Astoroth spends some time confirming that the wall carvings are, in fact, illegible. He also assesses the level of dust/sand on the floor to see if anything else has been here previously. Finally, he scans the passage for traps. Osiriani pyramids tended to be filled with that sort of thing, and caution was the key to bypassing them.

Same Perception as before, but he's also Taking 10 on Survival for a 21.


The carvings were indeed quite impossible to read. As far as you can tell, nobody else has been here - and there were no traps in the first chamber.

The second room, on the other hand, just a few feet in? It didn't take very long to see a pressure plate on the far end.

A pair of carved and brightly painted granite columns support the ceiling of this darkened, roughly triangular chamber. To the east, stone statues of a regal man holding a and flail and wearing a striped cloth headdress stand on either side of the chamber, though the head of one of the two statues now lies cracked and broken on the alabaster floor. Two more stone statues depicting winged creatures with leonine bodies and falcons' heads sit beyond. The smooth granite walls are decorated with hieroglyphs and faded murals that depict loyal subjects and slaves presenting offerings to a pharaoh who sits on a gilded throne, flanked by winged, falcon-headed lions. A passageway to the west stretches off into darkness.

"Huh." Kozuri mused. "You know, it's always kind of weird when people put traps in entryways. I mean, what else is an entrance for?"


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)

"It keeps out unwanted intruders and often provides a warning to any guardians deeper inside. If it's a frequently-traveled area, those who are meant to pass will have a quick way to bypass the trap. In this particular case, however, the Pharaoh probably didn't want anyone desecrating his tomb. Whatever that plate triggers is probably very messy to deter future graverobbers."

As he informs Kozuri, Astoroth scans the chamber for magical auras - paying close attention to the undamaged statues.

Taking 1min to divine. If he doesn't detect anything, he'll proceed to search the room for mundane traps.


There's no sign of magic in this chamber - and the only mundane trap is the one you already noticed, barring the way forward.


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)

Motioning Kozuri to follow, Astoroth cautiously proceeds deeper into the building.


Caution was very good. It was not a substitute for actually taking a moment to disable - or warp past, or something - a trap you had already soon, and the expression on Kozuri's face made it clear she had no idea what you were thinking. (In fairness, that was fairly normal when mortals were dealing with gods.)

The pressure plate, on the other hand, sunk down - and as it did so, a stone portcullis dropped through the archway between the two rooms, and a cascade of rocks tumbled down from the ceiling...

Falling Rocks: 1d20 + 15 ⇒ (1) + 15 = 16

...or tried to, but managed to get stuck on the way down and simply remained up above, jamming the trap. Kozuri looked down at your foot, then up at the broken trap.

"You did something to make that happen, right?" she asked cautiously. "Nobody's luck is that good."


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)

Wow, I totally misread your last post. I thought the floor panel was right at the entrance and we'd already bypassed it. Although the result of my stupidity is way better. ;-)

Astoroth assumed a teaching pose for a moment. "No magical auras meant that the trap was entirely mechanical. In addition, it's located in the area most exposed to the elements. As this site has been unattended for several thousand years, it was highly likely that its mechanisms had decayed. Now consider my positioning: weight on the back foot, arms slightly behind me, ready to throw myself backwards if something went wrong. I was in no true danger, and we now have a sense of the skill of the pyramid's trap experts."

He paused a moment to let the lesson sink in. "Sometimes one must take risks in order to unlock deeper understanding. However, it's always important to consider all the possibilities. If this trap had, in fact, still been in perfect working order and blocked our way forward, I had several contingency plans."


"Oooooor we could have just not set it off rather than taking the chance. I bet we could've learned a lot from disabling it, too."

Fortunately, the way forward was clear enough. Shafts of sunlight shine down from slots in the ceiling of this long, straight corridor, illuminating the piles of sand that have accumulated beneath each slot. Elaborate carved reliefs, their paint now faded with time, cover the walls on both sides of the passage, depicting the legendary deeds of a great pharaoh. The tunnel itself extends a long ways into the darkness - several hundred feet, judging from what you saw outside.


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 continued to proceed forward with caution, scanning the walls and floor for more traps.

divine for magic auras every 60ft. Also Take20 on Perception.
Wall Carvings
Knowledge(history): 1d20 + 14 + 1d6 ⇒ (7) + 14 + (3) = 24 (-2 if nobility applies instead)


The carvings - perhaps unsurprisingly, to anyone who knew enough to be here in the first place - represent Sekh-pa-Mefer III, the Pharaoh of Sphinxes. They're fairly typical tomb inscriptions, extolling the greatness of the inhabitant and probably not being entirely honest about it. Towards the end of the tunnel, though, you can see a pyramid shape blocking the passage about 50 feet ahead of you... and Kozuri frowned as she looked like it.

"Traps I can understand, I guess, but that... huh."


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)

Never been through this module before, but I've heard a bit about one particularly-infamous encounter....

Astoroth frowns as well. "A pyramid inside a pyramid. That is odd...." He cautiously continues forward to get a closer look.

Perception+Inspiration: 1d20 + 15 + 1d6 ⇒ (9) + 15 + (5) = 29 (+1 if trapped)
Knowledge(engineering?): 1d20 + 14 + 1d6 ⇒ (7) + 14 + (4) = 25

How big is that pyramid?


As you get within 40 feet of it, the pyramid rumbles - it's ten feet wide, filling the hall, and almost as tall. As it rumbles, though, it lifts off the ground slightly - and within, you can see a complex rolling mechanism as it prepares to rush forward.

Init (Enemy): 1d20 ⇒ 10
Init (You): 1d20 + 9 ⇒ (4) + 9 = 13

It functions as a creature, not a trap.


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)

Realizing they're in danger of being trampled by the pyramid contraption, Astoroth quickly assesses the walls and ceiling of the hallway. Fighting a construct in a tight corridor would be difficult, but if its mobility could be hampered, they may be able to eliminate much of the threat. Finding a likely spot, Astoroth concentrates, and the ceiling drops in front of him, creating a sizable overhang.

Activating Wild Arcana for the Forge Earth talent from the Nature Sphere

Forge Earth wrote:
As an instantaneous effect, you may spend a spell point to alter the ground within a 5ft (+5ft per 5 caster levels) radius area within range. You may raise or lower the terrain up to 5ft (+5ft per 5 caster levels) and may create variants within the affected area such as summoning a small wall or creating gradients and stair effects. You cannot both raise and lower the terrain with the same use of this ability and cannot create variants in anything smaller than 5ft squares (i.e., you cannot create 1ft diameter holes or create a spike or earth). Targets within this area are not damaged by falling if you lower the terrain, and climbing up the edges of lowered terain usually requires a DC 15 Climb check.

At the limit of the radius (10ft in front of me), I'm lowering the ceiling by 5ft. Depending on how the pyramid construct functions, it'll either be prevented from reaching us, have to squeeze (preventing a charge), or have to bulldoze through the space (a 5ft thick block of stone has several hundred HP).


A few moments after the ceiling dropped, the rolling construct slammed into it from the other side, shaking the hall but evidently unable to advance forward. It backed up slightly and slammed forward again, but appeared no closer to being able to get through. So that was good, at least - but it was still blocking the way forward, and even if you warped Kozuri, then yourself past it (quote possible with your mastery of the Warp Sphere, given that you did have line of sight past the construct), the pyramid could still dart towards you once you appeared.


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)

Safe for the time being, Astoroth considered the options before deciding to attempt the most inelegant solution. "Miss Kozuri, will you assist in destroying the internal mechanism of this construct? Once it's been disabled, I can move us past it." As he spoke, he launched a blast of force at the construct's innards.

Destructive Blast does 2d6 bludgeoning and expends no resources. Will that be sufficient to bypass any hardness the thing might have?


On an average hit, no. On an above-average hit, yes.

"Um..." she scratched her head for a moment, clearly thinking it over. Then she took a deep breath, faced the area below the overhang, and spewed out a burst of flame.

Fire Damage: 2d6 ⇒ (5, 6) = 11

When she was finished, you could see that a few bits of the front of the construct had been burned off, but most of the damage had been shrugged off. She wiped her chin a moment later, frowning. "...This is gonna take awhile." she grumbled. The good news, such as it was, was that the rolling construct wasn't very intelligent - possibly not at all, as it simply kept trying to roll forward when anything with any sense at all would just have backed off. It took about fifteen minutes of pounding away with blasts and fire to finally get the machine to stop moving, and a few more to shove it far enough out of the way to climb past. Ugh. You were able to get through, though - and find your way barred once more, this time a little more obviously.

A pair of heavy stone doors carved with images of rampant sphinxes stand at the terminus of the long causeway. They're heavy, and while you don't see any traps, they do seem to be stuck - getting them open is likely to require a lot of strength, a lot of damage, or some creativity for getting around them. On the bright side, there's enough room for Kozuri to help shove against them if you need it. (i.e. She can use Aid Another)


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 doors appeared safe, but it was always best to make sure. Astoroth takes a minute to divine for magical auras before proceeding. Once he's sure the doors are untrapped, he expends a little more power to fully prepare himself before gesturing at the doors in a commanding fashion.

Spending a spell point to activate the read magic talent for the next 4hrs. Also burning a Mythic Point to grab the see hazard sense for the next 6hrs. That should save us some time (and Perception checks). Finally, he'll burn another Mythic Point to activate the open talent from the Fate sphere.

Open wrote:
You may spend a spell point to open a door or container, as if you were making a Disable Device check to unlock it or, if the opening is stuck and no lock is present, a Strength check to force it open. Make a magic skill check with a +10 bonus against the lock's Disable Device DC or the door's Stuck DC. If the check is successful, the portal unlocks and opens. This word may open doors, chests, shackles, and chains, and any other type of fastening. It cannot, however, raise a barred gate, lift a portcullis, or otherwise provide force in and of itself.

I'm assuming this applies since the description states that the doors are stuck, and that's explicitly mentioned in the talent description.

MSB Check: 1d20 + 6 + 10 ⇒ (16) + 6 + 10 = 32 (effective CL + Open bonus)

See Hazard wrote:
You may spend a spell point to gain a free Perception check to notice traps and hazards when you are within 10ft of them, be they mechanical (trip wires, dart throwers, etc) magical (rune spells, sigils, etc) or natural (quicksand, pit falls, etc). This does not give you insight into disabling such traps or hazards.


The doors groaned as your will and power collided with it, opening into the hallway beyond. The hallway ahead seemed clear, and after quite a few feet, you could see that it opened into a larger room.


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)

Motioning for Kozuri to follow, Astoroth continues to carefully proceed forward toward the large room up ahead. As he walks, he looks around for any more interesting wall carvings or other items of historical significance.


Tall, pink granite columns, carved and painted to resemble palm trees, stand around the perimeter of this chamber, supporting the barrel vault of the ceiling. Slabs of the same pink granite line the walls. A stone sarcophagus stands alone on the limestone floor in the center of the room. Beyond, a dark doorway leads deeper into the pyramid to the west.

"I never really understood what the point of having a fancy tomb was if nobody was coming to visit." Kozuri mused as she peeked into the chamber. "I mean, even if you are planning to come back, it's a lot of effort for stuff that's only going to be seen, like, once."

North is right on this map, so West is up.


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 nodded in agreement. For him, death had only been a temporary setback, so there was no sense in making a big fuss over it. "Vanity means nothing once you've entered the Boneyard line. And I learned very quickly that elaborate trap-filled burial locations aren't the wisest choice when your death is only meant to be a learning opportunity. It would be rather foolish to get crushed by your own falling rocks trap, for instance."

As he approached the sarcophagus, Astoroth frowned slightly. "By the way, it's doubtful that this is the real sarcophagus. It's far too near the most obvious entrance, and we're still far from the heart of this pyramid. Still, even a decoy sarcophagus can hold valuable historical information."

Are there any carvings/inscriptions/mosaics/etc on the sarcophagus?


As you got close to the sarcophagus to inspect it, Kozuri cried out a warning - but it was too little, too late, as the lid suddenly snapped open and the entire sarcophagus lunged out at you, its true nature as a Mimic revealed now that it had started moving.

Slam vs FF: 1d20 + 10 ⇒ (15) + 10 = 25 for Damage: 1d8 + 6 ⇒ (1) + 6 = 7 + Constrict: 1d8 + 6 ⇒ (8) + 6 = 14

As it struck out, you could feel your leg caught by a powerful adhesive of some kind - and the Mimic made a satisfied noise as it prepared to pull back and rip you off your feet. Maybe literally.

Init (Enemy): 1d20 + 5 ⇒ (7) + 5 = 12
Init (You): 1d20 + 9 ⇒ (17) + 9 = 26

Forewarned lets you act in the Surprise Round. You can take a full round of actions afterwards. The Mimic's adhesive has a Strength DC of 17 to get free, and it also applies to any melee attack striking it, including your hands, unless you succeed on a DC 17 Reflex save. Kozuri will act after you do, and before the enemy - as she's a follower, you can give her general directions during combat, and she'll usually comply.


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 muttered a hushed curse as his danger sense flared. In his interest, he'd neglected to take appropriate precautions. Even worse, his default "anti-ambush" spell had somehow vanished from his mind, leaving him no other option than to raise his guard and wait for the attacker to materialize.

Surprise Round Action: Total Defense for +6 AC. Should go off before the Mimic, but I don't want to make any assumptions. I'll post Round One actions after this resolves.


You barely managed to get your guard up in time to ward off the Mimic's attack. That had been disturbingly close - indeed, you'd had a momentary vision of what would have happened if you hadn't been able to defend yourself. The bigger question, of course, was what to do 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)

Acrobatics: 1d20 + 12 ⇒ (13) + 12 = 25

Diving away from the not-a-coffin, Astoroth retreats to the chamber entrance. "It's a Mimic! Be careful, it's skin has incredible adhesive properties." Once he's reached safer ground, he fires a bolt of magical force at the creature.

Tumble 15ft toward the entrance.

destructive blast
Ranged Touch: 1d20 + 8 ⇒ (14) + 8 = 22 Bludgeoning: 2d6 ⇒ (3, 1) = 4


"Right - don't touch it!" Kozuri said, inhaling and sending a wave of fire scorching forth. Mimics were tough, but fortunately, they weren't actually resistant to most forms of damage.

Fire Damage: 2d6 ⇒ (4, 4) = 8
Reflex DC 12 Halves: 1d20 + 5 ⇒ (2) + 5 = 7

Even as her fire fire swept over the creature, however, the mimic darted forward, rumbling closer to you. Given the distance you'd moved, though, it wasn't able to attack.


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 (5ft) steps back and launches another magical bolt at the Mimic.

destructive blast
Ranged Touch: 1d20 + 12 ⇒ (4) + 12 = 16 Damage: 2d6 ⇒ (3, 3) = 6


Another chunk of stone was blown off of the Mimic's body, though it was far from done. Beside you, Kozuri took a deep breath - and as she did so, you could actually feel fragments of divine power leaving your body and flowing into her. A moment later, she slammed both hands into the ground, and a pillar of stone shot upwards under the mimic.

Reflex DC 18 Negates: 1d20 + 5 ⇒ (3) + 5 = 8
Damage: 4d6 ⇒ (3, 3, 3, 4) = 13
Second Reflex Save: 1d20 + 5 ⇒ (11) + 5 = 16

Kozuri exhaled sharply as the Mimic was smashed into the ceiling 20 feet above, then wiped her forehead and it stayed up there, apparently pinned. "Whew. I can only generate a spell like that once a day... but it seemed like a good time to do something, since we can't just punch it to death." she said, frowning at the mimic. "...Nasty things, aren't they? I really don't get this design aesthetic. That platform was obviously designed to hold a sarcophagus, so either the pharaoh gets reborn and attacked by a box monster, or someone else comes and gets rid of it, in which case the last thing that happens before he leaves is an aesthetically displeasing room because the centerpiece is gone. Is that how ancient god-kings usually want to return to the world?" This seemed to be an honest question.

Up above, the mimic was still struggling in an attempt to get free...

CMB: 1d20 + 9 ⇒ (15) + 9 = 24

...and there was a loud cracking sound as it did so. It hopped off the pillar a moment later - to the sound of Kozuri saying something quite unladylike - and landed back on the ground about ten feet away from 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)

Astoroth takes a while to answer. what did she do? Seeing the Mimic wriggle free, he gathers his power and showers the creature with crystalline energy shards in an attempt at rooting it in the ground. As he backs farther away, he responds. "From what I remember, the Pharaoh's obsession with transcending the life/death barrier eventually cost him his sanity. This room is proof of that. It's quite sad, really: Sekh Pa-Mefer had a brilliant mind."

Spending a Mythic Point and a spell point for an augmented crystal blast (Destruction sphere).
Crystal Blast: 1d20 + 8 ⇒ (18) + 8 = 26 Piercing Damage: 5d4 ⇒ (4, 1, 4, 1, 4) = 14
If it hits, Reflext DC 20 or be entangled in place. Lasts 1min or until save is passed.

Spellcraft: 1d20 + 15 + 1d6 ⇒ (3) + 15 + (5) = 23 (what did Kozuri cast?)


Reflex DC 20: 1d20 + 5 ⇒ (7) + 5 = 12

The blast of crystal rocked the Mimic's body, badly damaging it - chances were it could only take one or two more blows before you were finally able to put it out of your misery. With a screech, the creature thrashed...

Strength: 1d20 + 4 ⇒ (20) + 4 = 24

...and, somewhat impressively, managed to shatter the crystals around you. It tromped forward a moment later, moving ten feet closer to you and back into melee range. Meanwhile, the Book of Truths had flipped open, detailing a little-known third-level spell called St. Al-passor's Stone Piston, which apparently conjured up pillars of stone to smash enemies. It was most effective when there was a roof to pin them against, but even without that, it could launch them upward unless they were quick enough to avoid it. From Kozuri's comments, though, it wasn't the sort of spell she could repeatedly cast - something, though it wasn't entirely clear what, was holding her back.

Should you ever find yourself curious, that's the kind of info your shiny new Divine Ability can find out. ...Though I would recommend using that when you're safe and resting, rather than burning so much MP in the middle of a Pyramid. XD


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 thought of that, but conserving MP is more important right now. Plus, Astoroth would consider it an invasion of privacy. It's unlikely that he'll be using that ability on allies.

Astoroth filed that information away for later use. Defeating the mimic was more important right now. Concentrating, he launched another bolt of magic at it.

destructive blast
Ranged Touch: 1d20 + 8 ⇒ (12) + 8 = 20 Bludgeoning Damage: 2d6 ⇒ (3, 6) = 9


The Mimic exploded into fragments that rained down across the room as your blast hit it, and Kozuri wiped her forehead in relief. "Well, that wasn't so bad." she said cheerfully. "Where to now?"

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