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)

This was definitely a challenging opponent, but the multiple bleeding wounds (although individually mere scratches) should bring the Vrock down before too long. Of course, that meant that Astoroth needed to stay alive until then. Taking advantage of a moment of distraction, he patched up the worst of his injuries.

Cure: 2d8 + 7 ⇒ (6, 6) + 7 = 19 (Sapping Offensive means I won't provoke an AoO)
Life Sphere Recharge: 1d4 + 1 ⇒ (3) + 1 = 4

Active Effects: Precognizant Smite +1, Snake Style, fire resist 10, Martial Flexibility (dodge, desperate battler) 5rds, Studied Target +3 (4rds)

AC 27 | 19 | 20; CMD 27 (+1 vs grapple); 8 temp HP


Claw: 1d20 + 15 ⇒ (14) + 15 = 29 for Damage: 2d6 + 6 ⇒ (3, 6) + 6 = 15
Bite: 1d20 + 13 ⇒ (4) + 13 = 17
Talon: 1d20 + 13 ⇒ (9) + 13 = 22
Talon: 1d20 + 13 ⇒ (9) + 13 = 22

As you healed up, the Vrock lashed out again, its claws doing more than anything else as it continued its vicious assault against you. And throughout it all... well, this was pretty much why you'd never gotten along very well with the denizens of the abyss. All aspects of gathering knowledge involved at least a decent bit of order (if only to catalogue what you'd learned), and demons were perfectly happy to trash such things for any momentary gain.


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)

Snake Style: 1d20 + 22 + 1d6 ⇒ (14) + 22 + (6) = 42 (vs 29 to-hit - miss)
Snake Fang AoO: 1d20 + 13 + 5 ⇒ (13) + 13 + 5 = 31 Damage: 1d8 + 6 + 5 ⇒ (1) + 6 + 5 = 12

Astoroth's hand flashed out, deflecting the claw. He immediately followed up with a barrage of quick strikes, punctuated with a powerful uppercut.

Flurry: 1d20 + 13 + 5 - 2 ⇒ (20) + 13 + 5 - 2 = 36 Damage: 1d8 + 6 + 5 ⇒ (6) + 6 + 5 = 17
Flurry: 1d20 + 13 + 2 - 2 ⇒ (2) + 13 + 2 - 2 = 15 Damage: 1d8 + 6 + 2 ⇒ (1) + 6 + 2 = 9
Flurry: 1d20 + 8 + 2 - 2 ⇒ (9) + 8 + 2 - 2 = 17 Damage: 1d8 + 6 + 2 ⇒ (5) + 6 + 2 = 13
Confirm: 1d20 + 13 + 5 - 2 ⇒ (20) + 13 + 5 - 2 = 36 Extra Damage: 1d8 + 6 + 2 + 2d6 ⇒ (5) + 6 + 2 + (3, 1) = 17
Expending Studied Strike on the first hit.

Active Effects: Precognizant Smite +1, Snake Style, fire resist 10, Martial Flexibility (dodge, desperate battler) 4rds

AC 27 | 19 | 20; CMD 27 (+1 vs grapple); 8 temp HP


Your Snakey strike was a nice, accurate blow - but it was your flurried strike that really managed to hurt the creature, and it sounded like you'd crushed one or two of what passed for ribs. It let out a pained cry, staggering slightly. "You're not just... some Sylph... who are you!?" It gasped out, a mixture of hate and fear in its eyes.


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 am Astoroth, Seeker of Knowledge. This is your final chance to give me the gem."

Since talking's a free action, I'm not sure if it's my turn. XD If it is, I'll stay within reach (in case of a teleport) and Ready an attack to go off if the Vrock does anything BUT give me the soul gem.


The Vrock scowled. "Without it, I am doomed. The only way you will take it is through my corpse." the demon growled, clearly unwilling to bargain with the gem despite its injuries.


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 not unexpected response, considering the nature of demons. "As you wish."

Unarmed: 1d20 + 13 + 2 - 2 ⇒ (10) + 13 + 2 - 2 = 23 Damage: 1d8 + 6 + 2 ⇒ (8) + 6 + 2 = 16
Unarmed: 1d20 + 13 + 2 - 2 ⇒ (15) + 13 + 2 - 2 = 28 Damage: 1d8 + 6 + 2 ⇒ (8) + 6 + 2 = 16
Unarmed: 1d20 + 8 + 2 - 2 ⇒ (13) + 8 + 2 - 2 = 21 Damage: 1d8 + 6 + 2 ⇒ (3) + 6 + 2 = 11


With two final blows, you managed to pierce through the Vrock's torso and shatter its internal organs. The hateful light in its eyes started to dim as, bereft of its own flight, the body started falling towards the ground quite some ways below.


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 followed the demon's body to the ground and proceeded to retrieve the stolen gem.


As you moved, the demons who had heretofore been watching from by the fortress started darting towards you - in bulk. They hadn't been loyal enough to help their leader, but they were clearly interested in getting their hands on the source of his power... and you remembered the words of the one who'd give you the map, about the way portals were opened.

It may not be instant - sometimes the magic takes a little time to search the planes.

Unfortunately, "instant" was about all the time you had before the other demons converged on your location.


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)

Was I able to grab the gem? If so, I'm warping to somewhere out of immediate view that's within Medium range. Next step is to shapeshift into an Earth Elemental and burrow far away before resurfacing and activating the portal.


It didn't take too long to grab the gem - and you warped out moments before the demons converged on your location in what would probably have been a most unpleasant experience. Surfacing towards the outer walls of the city, you touched the gem onto the map and could feel the magic taking hold... even as, in the distance, you could see the demons start to spread out. Before they could reach you, the portal reappeared - and you didn't waste any time diving through.

One planar journey, you could feel the taint melting away, replaced by cool, rational, and eternal order courtesy of Axis. Well, that and the seven people clustered nearby (all of whom, interestingly, were wearing Aroden's symbol). "Just a moment, if you please." the most well-dressed one said, raising both of his hands to show they were empty. "My name is Olvan, and before you do anything else, I think you should listen to what we have to say."


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)

This was unexpected. Especially since Aroden had been deceased for quite some time. "I'm listening."


"We are members of the Church of Reborn Glory - and you have the opportunity to take part in Aroden's resurrection. All you have to do is give us that gem - or at least bring it to our headquarters, if you'd rather not trust some strangers like that right now. As important as that little crystal is, I understand if you're a little cautious of us. Whatever anyone else has offered you for that gem, though, it's nothing compared to the personal gratitude Aroden is sure to show those who helped him return - and we'd much rather be your friends than fight you over it."

Sense Motive: 1d20 + 22 ⇒ (19) + 22 = 41

No matter how carefully you analyze the man's expression and tone, you can't find a single trace of a lie. He clearly believes every word he's saying.


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 do I know about this church?
Knowledge(religion): 1d20 + 20 + 1d6 ⇒ (5) + 20 + (6) = 31

"I'd need some more information before I can decide whether or not I'd like to do that. As you've stated, the seven of you are strangers to me, and you DID just imply that things would become violent if you don't get your way."


Curiously... not much of anything, actually. This is the first time you've ever heard of them, which suggests they're something fairly new. Alas, information often takes time to spread, and you simply haven't had the opportunity to get on the grapevine of planar happenings.

"We're willing to do what we must to set right what went wrong." one of the others said - although a sharp look from Olvan silenced them.

"Aroden does not teach us to fight and rob simply because it would get something we want." he said firmly. "There are times when fighting is necessary, but it is rarely the first resort, and anyone the Keepers would assign to a job like this is surely intelligent enough to understand things like that and be reasonable when presented with new information. His skepticism is entirely understandable, and we can't fault him for it." he turned back to you. "To save you some time, I'd like to explain it in the simplest way. There is one true test for a great Power - whether or not they can provide clerical magic. Any entity that cannot do so is obviously false. That said, our prayers in His temple have been answered, and we worked divine miracles within. That alone should be enough to make a decision... but by all means, ask, and I will answer as best I can. The enlightenment of the people does not come from silencing those with queries, after all."


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 most definitely wanted more information, but the current situation was not entirely to his liking. This many individuals would be difficult to deal with if this meeting turned hostile.

"I am always willing to listen to new information. Without it, after all, action is useless. Perhaps you and I can go to my patron, and you can share your story."


"And which patron might that be?" Olvan asked - and you could detect a definite note of concern in his voice. "The Keepers serve Pharasma - and, while I don't mean to offend the Lady of Graves, her total silence before and after Aroden's death makes it very difficult for us to trust any of her minions on this matter. They're almost certain to give you some spiel about how it's so important and you have to do what they say, but they won't actually tell you anything beyond what they think you need to know to get a job done. They claim neutrality, but they're not above manipulating people into doing exactly what they want."


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 and respect your position, but I have no reason to disbelieve what the Keeper told me. I am curious, though, how you know that the entity that answered your prayers is who you believe him to be."


"Who else would grant divine magic?" Olvan asked blankly. "I mean, when was the last time you heard of Irori powering a cleric of Abadar, or Alseta helping someone following Kols? I know the gods are mysterious and all, but they just don't do that sort of thing - not without making it pretty darn obvious who they are."


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 main Pantheon doesn't, of course, but there's more than one lesser deity who enjoys passing itself off as someone else. In addition, certain powerful mortals are occasionally capable of granting divine spells to worshipers. My point is, the mere fact that something answered your prayers is no guarantee that Aroden has returned. Even then, I'm disinclined to help at this time. Gaining a deity's attention and favor does not interest me."


Olvan looked a bit surprised by that - clearly, he felt that favor from a deity was naturally good thing to have. "Generally, though, clerical magic can only be given to those who ask for it." he noted, not willing to give up on the point so easily. "There are some legendary mortals, sure, but I've never heard of one pushing their power onto someone else when that person didn't want it, much less over and over again. Are you absolutely sure there's no way we can convince you to cooperate? We are NOT-" he eyed the follower who'd spoken up earlier. "-going to attack you if you refuse or anything - that would be both stupid and wrong. And if you won't make a deal, would you at least be willing to compromise and not give it to the Keepers until after our ritual? It's going to be taking place quite soon - and when He's back, not returning the gem to the Keepers will at least help you avoid any displeasure. You were brought into this not knowing all the facts, and Aroden has always been fair - a respectful neutrality isn't going to hurt you any, and leaves you free to make a more permanent decision later."


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 gave a nod of assent. "I will consider it. As you say, I don't have the full story, so until I have more information, I have no objection to waiting for a time."


"Very well." Olvan said, nodding. Another of his followers started to speak up, but Olvan just raised a hand and they stopped. "We must remember His teachings now more than ever. Aroden does not want us to betray our principles for personal gain, however great that gain might be, and we can perform the ritual without having every piece of His soul back again. Let's go." With that, Olvan turned and began walking away - and after a few moments, the other members of the Church of Reborn Glory followed, leaving you alone on the streets of Axis (and free to choose your next destination).


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)

After taking a few minutes to heal himself, Astoroth went to seek out the Keeper and report on his progress. Perhaps he could learn more about the gems - or at least confirm or deny Olvan's story.


Perhaps unsurprisingly, the Keeper was waiting where they'd been before, with all the endless patience of those who judged the dead. On matters that weren't immediately relevant - like your quest - they seemed like the sorts who never hurried on anything. After all, there were always more souls to judge...


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 gave the Keeper a respectful nod. "I have recovered one of the gems but have learned new information that may affect whether or not I wish to proceed with this endeavor. I've been approached by the Church of Reborn Glory. Do these gems contain pieces of Aroden's soul?"


The Keeper looked down at you for a few moments, clearly considering their answer. Only a few seconds passed... but as they continued to tick by, it became clear that they simply weren't going to answer. They seemed to have reached the conclusion that any sort of response - confirmation or denial - might have spread information they didn't want to leak out. Ultimately, they simply pointed at the map, encouraging you to continue.


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)

"Previously, you stated that there was danger in the gems remaining outside the Vault for too long. While I can see that you are unwilling to go into specifics, I would like to know the potential consequences if this endeavor fails. It's obviously greater than a mere local inconvenience, but are the stakes along the lines of a powerful mage achieving lichdom, the destruction of a country, the Rough Beast escaping, or something else."


The Keeper continued staring at you for a few long moments. Then, with clear reluctance, "You would not like the result." Its eyes glowed slightly. "That is-"

"-all he needs to know?" A faintly mocking, and yet familiar voice said. Nia stepped into view a moment later, looking entirely unimpressed with the psychopomp before you. She looked the same as the last time you'd seen her, bare feet and all. "I've met kolyaruts who were less obsessed with details than your kind. Do you have any idea how hard that is? Don't answer that." she sighed and shook her head, clearly exasperated.

"Who-" the Psychopomp began, a faint note of uncertainty entering its voice for the first time.

"Doesn't matter. I just have a stake in this, too, and I've no need to answer someone who doesn't want to provide any answers of their own." the girl answered breezily. "What the puppet doesn't want to say is that the gems you're looking for are part of the system for dealing with that." she raised a finger and pointed upwards, past the near-infinite heights of the Boneyard and toward the god-moon that hovered above it. "So, you know, apocalyptic cults would totally start doing raids in force if they knew they could get ol' shiny to fall just by taking away his snacks. Information leaks suck, don't they?" she sounded far too cheerful for the kinds of nightmares that sort of information could give serious and well-meaning individuals.


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)

"Hello again, Miss Nia." Astoroth gave the strange 'girl' a nod in greeting before addressing the Keeper. "Is that true? If so, I have no objection to retrieving the gems. You also probably want to do something about the Church of Reborn Glory, as I highly doubt they'll simply abandon their search for them."


Nia just smiled cheerfully... and you could sense the Keeper's growing discomfort. "I... encourage... you to continue your search in a timely manner." The Psychopomp said slowly, clearly considering each word carefully before it spoke.

"See?" Nia said, with exactly none of the outsider's hesitation. "Even if you shove proof in their faces, they just pretend they don't see it. And they're not going to do a thing about the church because-"

"We do not interfere more than necessary." the Psychopomp explained, a definite edge to its tone. "We do not make decisions for good or for ill, for benefit or for loss. We accomplish the tasks we are given by the Mother of Souls. That is all. It is for others to decide their acts in life - we merely see to it that the universe functions as it should."

"Booooooring." Nia answered in a sing-song tone. "But I'm sure it will all be made clear soon enough. Things like this usually are. Get the shiny things, save the world, get sent home with a pat on the back and a vague sense of accomplishment since the people hiring you have a stick the size of Pharasma's Spire shoved up their-"

"You're going too far, messenger." the Psychopomp said. Nia froze for just a moment, then looked back towards it.

"Bare your teeth at me again, puppet, and I'll rip them right out of your face." she said - but despite her words, her voice was as cheerful as ever, and she turned back to you. "Anyway, point is, whatever anyone else's reasons are, getting those gems back is probably a good thing for you to be doing. Now, puppet, why don't you tell him about where he's going next?"

By this point, the Psychopomp had apparently decided that ignoring Nia was the best course of action... but she did turn to you. "You are going to enter the realm of Abaddon, where the daemons hold sway. They are foul creatures, full of hate and power, and you will need assistance. Take these, and use them all — they will not survive the trip back to Axis." With a gesture, she created an extradimensional space near her, then pulled from it a large sack. Glass bottles clinked within as she holds it forward, and the loose folds of canvas outline bulky objects.

Inside is a +3 Daemon-bane Amulet of Mighty Fists, five flasks of oil of bless weapon, and five potions of cure serious wounds. Note these separately on your profile sheet - as the Keeper says, they won't make it back to Axis. 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)
Quote:
"You're going too far, messenger." the Psychopomp said. Nia froze for just a moment, then looked back towards it.

Sense Motive: 1d20 + 22 + 1d6 ⇒ (9) + 22 + (3) = 34

Can I glean anything interesting from this interaction?

"The assistance is appreciated and will not be wasted." Astoroth replaces his current amulet and stores the other items in easy-to-reach locations. "Miss Nia, you mentioned that you have a stake in this endeavor. Would you care to join me?"


Listening carefully, it's clear that the Psychopomp knows at least something about Nia's identity - although from its tone, it didn't have the most favorable view of her. And she, clearly, didn't care in the slightest what it thought. The Psychopomp didn't seem to be using any kind of actual title, though - which meant its choice of words may have been more of a derogatory description than anything else.

Following your words, though, the girl just pointed at herself and blinked a few times, then put a hand on her chin and thought about it. "Well, I suppose I could keep you company. I've kinda wanted to see Abaddon for myself anyway. I'll have to leave all the fighting to you, but I'm sure you can handle it. Puppet here might be boring as hell, but they wouldn't have asked you to do it if they didn't think you could handle it."

The Psychopomp, for its part, was silent.


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's an interesting position. Do you have a nonaggression pact with Abaddon? What if a daemon initiates hostilities with you? As you say, I can handle myself, and I'm sure you can do the same, but you've left me with some questions."

Not that I expected her to be an active participant, of course. The longer she sticks around, the more I can find out about her. XD Oh, and I'm ready to proceed at your leisure.


"Well, if they attack me, they'll get what they deserve." Nia mused. "As funny as screwing them over would be, though, I really would prefer to stay out of things as much as possible. Get too much attention and you can make enemies in inconvenient places. If I'm going to piss someone off, I want to do it on purpose. Just think of me as your cute tagalong."

With your questions answered, you focused on the map, calling up your next destination and stepping through.

The sensory distortion from the map’s gate ends. Here the Styx flows through a shattered obsidian canyon. Steam rises from the river, and the stench is unbelievable, like guts freshly spilled under a hot desert sun, or an alleyway between a tavern and a morgue. The steam twists and roils, faces and forms taking shape and whispering indistinct words before being snatched back into the rancid stew; the steam seems to tug at memories, pulling some to the forefront and discarding others. Frog-faced creatures break the surface, sometimes clutching humanoid victims, only to submerge again. Overhead, the sky is a sickly gray, offset by the strange twilight of a perpetual eclipse.

Above the lip of the canyon, soul-splintering winds howl, and streamers of dust and smoke whistle madly through the sky, but it is calm at the bottom. A massive lump of bone and rock has lodged in the shallows at a bend in the river, canted slightly to one side, its door opening onto a platform adjacent to the shore. Behind it and just beyond the canyon rises a massive dead volcano with fortresses and battlements carved into its sides.

As you arrived, Nia wrinkled her nose slightly. "Yeesh, it really is wretched here, isn't it?" she said. "Can't say I'm fond of the atmosphere."

Abaddon is strongly evil-aligned. Non-evil creatures on this plane take a –2 circumstance penalty on all Intelligence-, Wisdom-, and Charisma-based checks. Be sure to include this penalty on relevant rolls.


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 breeze surrounding Astoroth helped mitigate the stench, but it remained quite pungent. "I can see why you've never visited. It really is quite unpleasant here." Still, as Abaddon was the home of the soul trade, there was a slight chance they'd be able to get in and out with a minimum of effort. The gem hadn't been consumed yet, after all, and practically everything had its price.

I assume we're meant to go toward that bone-and-rock door, so let's head that way.


As you approach the structure, you see the water (definitely the river Styx - you'd recognize that practically anywhere) slowly moving around it. Standing in front of it are two frog-like entities that stand nearly 10 feet tall. Their flesh is warty and dark green and their eyes are sickly yellow. They also have large flaps of skin under their arms that seemingly function as wings, and they let out a croak as you approached. Neither looked terribly happy to see you... but they were also much slower off the mark than you were.

"Well, have fun." Nia said, stepping back.


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)

Hydrodaemons, right?

As was his wont, Astoroth attempted to initiate a dialogue with them. <"I'm interested in acquiring a powerful soul gem.">

My logos talent should still have a few hours left, so communication won't be an issue.


Yup.

The daemons looked at you for a few moments... then globs of spit shot your way, arcing through the air-

Ranged Touch Attack: 1d20 + 11 ⇒ (19) + 11 = 30
Ranged Touch Attack: 1d20 + 11 ⇒ (12) + 11 = 23
Will DC 19: 1d20 + 16 ⇒ (7) + 16 = 23
Will DC 19: 1d20 + 16 ⇒ (1) + 16 = 17

-and landing surprisingly accurately. The second one in particular had landed well, and you could feel drowsiness starting to overcome you...

Unless you've got a reroll?


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)

Perfect Solution (passes unless it's a nat1: 1d20 ⇒ 2

Thinking quickly, Astoroth redirects the wind to whisk away the disgusting spittle before it can take effect. "Apparently they're not interested in trading." Locating a vulnerable point, he fires an extremely powerful blast at the nearer daemon.

Move Action: Studied Combat
Augmented Destructive Blast: 1d20 + 12 + 1 ⇒ (3) + 12 + 1 = 16 Damage: 7d6 + 7 + 1 + 3 ⇒ (4, 5, 3, 5, 4, 1, 2) + 7 + 1 + 3 = 35 (so, 38pts via Crafted Blast)
SR Check: 1d20 + 7 ⇒ (4) + 7 = 11 (If Inspiration works on this check, I'll spend one)
Recharge: 1d4 + 1 ⇒ (2) + 1 = 3


Inspiration does not normally work on SR - you'd need an extra ability granting that.

"Guess not." Nia agreed, watching from quite a ways back. Your bolt shot out a moment later - and dissipated against the creature's body as it resisted the spell. Without hesitating, the two demons charged towards you, stopping ten feet away and gnashing out with their teeth.

Bite: 1d20 + 13 ⇒ (7) + 13 = 20
Bite: 1d20 + 13 ⇒ (11) + 13 = 24

For the moment, at least, neither of them managed to hit you - but they were clearly aiming to try and take you down as quickly as they could.


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)

Investigators have the "kind of but not really casters" thing, so I'm not surprised. That's pretty much the only thing Inspiration doesn't work on - unless there's an ability I'm unaware of.

Calmly, Astoroth avoided the fangs and weaved closer to one of the daemons before lashing out with his fists.

Swift: activate Snake Style
Unarmed Flurry: 1d20 + 14 + 3 + 1 + 2 - 2 ⇒ (14) + 14 + 3 + 1 + 2 - 2 = 32 Damage: 1d8 + 7 + 3 + 1 + 2d6 ⇒ (3) + 7 + 3 + 1 + (6, 1) = 21
Unarmed Flurry: 1d20 + 14 + 3 + 1 + 2 - 2 ⇒ (14) + 14 + 3 + 1 + 2 - 2 = 32 Damage: 1d8 + 7 + 3 + 1 + 2d6 ⇒ (3) + 7 + 3 + 1 + (5, 4) = 23
Unarmed Flurry: 1d20 + 9 + 3 + 1 + 2 - 2 ⇒ (18) + 9 + 3 + 1 + 2 - 2 = 31 Damage: 1d8 + 7 + 3 + 1 + 2d6 ⇒ (6) + 7 + 3 + 1 + (4, 2) = 23
And it's a +3 weapon, so it'll bypass DR/cold iron or silver

Studied Target (7rds remaining); Snake Style; Kinetic Exoskeleton (8 temp HP); Destruction Sphere cooldown (2rds remaining)


Not that I recall off the top of my head, although SOMEONE may have written one. XD

Your blows landed accurately enough, augmented a bit by the amulet you'd been given before arrival. Even better, you cut right through their resistance to physical harm - something that definitely could have been unpleasant. "Ooh, good show!" Nia cheered from behind. Alas, it wasn't enough to drop your foe - and the other moved into position to flank you as they lashed out as fast as they could.

Bite: 1d20 + 13 + 2 ⇒ (6) + 13 + 2 = 21
Claw: 1d20 + 13 + 2 ⇒ (7) + 13 + 2 = 22
Claw: 1d20 + 13 + 2 ⇒ (4) + 13 + 2 = 19
Bite: 1d20 + 13 + 2 ⇒ (16) + 13 + 2 = 31 for Damage: 1d8 + 4 ⇒ (6) + 4 = 10
Claw: 1d20 + 13 + 2 ⇒ (11) + 13 + 2 = 26 for Damage: 1d6 + 4 ⇒ (6) + 4 = 10
Claw: 1d20 + 13 + 2 ⇒ (2) + 13 + 2 = 17

Snake Style: 1d20 + 22 ⇒ (1) + 22 = 23

And I'm assuming you wanna use Snake Style against that. ...Which reminds me - I think being able to retroactively pick when attack that applies to might be a biiiiit too strong, given the potential numbers and how often you can use it. XD; Would you be okay with setting it to something like always versus their first attack? That's usually the most accurate attack in a turn anyway, and ought to keep it decently useful.

Grab: 1d20 + 19 ⇒ (15) + 19 = 34

Despite the best efforts of your snake-y style, one of the daemons managed to grab you with its jaws, crunching down hard and quite clearly preparing to do more.


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)

Did some checking, and (although it's not completely clear) RAW seems to agree with you. I've been using it like other roll-interrupting powers like Mounted Combat and/or the Dual-Cursed Oracle's Misfortune revelation, but the verbiage is slightly different. At the beginning of combat, I'll let you know how I plan on using it. In this case, the Bite attacks seem more dangerous, so we'll go with that. XD If you'd like, I can roll it at the end of my turns so it's one less thing for you to worry about - especially since I get free Inspiration to the roll. XD

It had been a VERY long time since Astoroth had fought daemons, so his anticipatory dodge was slightly off. Fortunately, as he typically eschewed weapons, being grappled wasn't too much of a hardship. Instead of trying to break free, he launched a rapid-fire series of punches into his foe's midsection.

Unarmed Flurry: 1d20 + 20 - 4 ⇒ (13) + 20 - 4 = 29 Damage: 1d8 + 11 + 2d6 ⇒ (1) + 11 + (6, 4) = 22
Unarmed Flurry: 1d20 + 20 - 4 ⇒ (3) + 20 - 4 = 19 Damage: 1d8 + 11 + 2d6 ⇒ (8) + 11 + (2, 1) = 22
Unarmed Flurry: 1d20 + 15 - 4 ⇒ (13) + 15 - 4 = 24 Damage: 1d8 + 11 + 2d6 ⇒ (3) + 11 + (5, 6) = 25

Studied Target (6rds remaining); Snake Style; Kinetic Exoskeleton (8 temp HP); Destruction Sphere cooldown (1rd remaining)
-------------------------------------------
Snake Style: 1d20 + 22 + 1d6 ⇒ (4) + 22 + (2) = 28
vs the first Bite attack


I think it's usually declared before an attack is rolled - which is a bit harder in PbP, and declaring it after makes it way too easy to always use it against the lucky blow from foes who have a hard time hitting you to begin with. XD Rolling it first and giving it any criteria you want would definitely help.

Your second blow wasn't the greatest, but together, your other two blows were enough to badly hurt the one that had grabbed you. Unfortunately, they weren't enough to drop it, and the one holding you twisted around to try and pin you to the ground.

Grapple (to Pin): 1d20 + 19 + 5 ⇒ (10) + 19 + 5 = 34

...And it was rather successful at that, even as its companion lashed out at you. Regretfully stopping your Snake Style, given the whole 'can't move' thing...

Bite: 1d20 + 13 ⇒ (8) + 13 = 21 for Damage: 1d8 + 4 ⇒ (4) + 4 = 8
Claw: 1d20 + 13 ⇒ (6) + 13 = 19 for Damage: 1d6 + 4 ⇒ (5) + 4 = 9
Claw: 1d20 + 13 ⇒ (4) + 13 = 17 for Damage: 1d6 + 4 ⇒ (3) + 4 = 7


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)

Good thing I didn't take any general spherecasting drawbacks. XD Going to try warping at CL 1
Concentration DC 26: 1d20 + 15 - 2 ⇒ (20) + 15 - 2 = 33

Turning his thoughts inward for a moment, Astoroth suddenly fell though the daemon's limbs and reappeared twenty feet away. Setting his feet, he awaited his opponents' next move.

Studied Target (5rds remaining); Snake Style; Telekinetic Exoskeleton (8 temp HP)

Snake Style (vs bite): 1d20 + 22 + 1d6 - 2 ⇒ (16) + 22 + (5) - 2 = 41


Hey, now, there are quite a few that don't require you to move. v.v Admittedly, they have a different effect now that you're using Recharge Magic, but still.

With a poof, you were out of the creature's grasp, free of the pin and much safer than before. Nia's mouth twitched slightly as she saw your method of escape, and the injured hydrodaemons responded by firing two more globs of sticky, sleepy spit.

Ranged Touch Attack: 1d20 + 11 ⇒ (15) + 11 = 26
Ranged Touch Attack: 1d20 + 11 ⇒ (7) + 11 = 18
Will DC 19: 1d20 + 16 ⇒ (7) + 16 = 23

There were no bites, but your snake style allowed you to easily maneuver out of the way of the first shot, and your will was enough to resist the force of the second... much to their visible consternation.


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 spittle attacks were expected, and Astoroth was quick to respond with another powerful blast of magic. His spell had gone slightly awry last time, as he was still acclimating to this Plane's unique traits, but he believed he'd made the necessary adjustments.

SR Check: 1d20 + 7 ⇒ (20) + 7 = 27
Augmented Destructive Blast: 1d20 + 12 + 1 ⇒ (6) + 12 + 1 = 19 Damage: 7d6 + 7 + 1 + 3 ⇒ (3, 2, 3, 4, 6, 1, 4) + 7 + 1 + 3 = 34 (that's 37pts with Crafted Blast)
Recharge: 1d4 + 1 ⇒ (2) + 1 = 3

Studied Target (4rds remaining); Snake Style; Telekinetic Exoskeleton (8 temp HP)


Your blast shot through the air - and slammed into the one that had been hurt more, drilling right through its defenses. It went through the creature's chest, too, and the burst of force erupted out of the creature's back a moment before it slumped to the ground. The other daemon gestured to the nearby river... and abruptly its waters surged upward, rising out of the ground and towards your feet.

Will DC 20: 1d20 + 16 ⇒ (5) + 16 = 21

As it touched you, you could feel the waters of the Styx tugging at your mind, trying to make you forget about... well, everything. At least for the moment, you were able to resist it, but the water was probably going to stay present until you took the daemon down.

(For her part, Nia had retreated up the hill you'd been coming down, carefully avoiding the water.)

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