Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
General Discussion Recruitment Play-by-Post Play-by-Post Discussion
Pathfinder Roleplaying Game

Starfinder


Pathfinder Society


Pathfinder Adventure Card Game


Pathfinder Adventure Card Game

Paizo.com Gift Certificates
On Sale and Clearance!

The Forgotten God (Table 5)

Game Master Rednal

Astoroth, God of Facts and Information-Gathering
---
The Cauldron (Main Level)
---
Unused


2,051 to 2,079 of 2,079 << first < prev | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | next > last >>

HP: 111/139 | AC: 26; T: 18; FF: 20; CMD: 26 (+1 vs grapple) | Fort: +19; Ref: +18; Will: +16 (+2 vs illusions) | Int: +11 (forewarned); Perc: +20+1d6 (+3 vs traps)
Daily Abilities:
Spell Points 4/4; Martial Flexibility 3/6; feather fall 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 11/12; Knockout 1/1 (DC 18), Surge 5/9 (2)
Advanced Sylph Incanter 7//Brawler 6/Unarmed Fighter 1//Empiricist 6 (Archmage/Genius 3)

There wasn't much that fazed Astoroth, but attempts to affect his mind was guaranteed to elicit a reaction. "You dare!?!" He charges toward the daemon at top speed, winding up for a powerful punch.

Move Action: activate Studied Combat
Move Action: enter melee range

Studied Combat (8rds remaining); Snake Style; Telekinetic Exoskeleton (8 temp HP); Destruction recharge (2rds)

Snake Style (vs daemon's AoO): 1d20 + 22 + 1d6 - 2 ⇒ (19) + 22 + (2) - 2 = 41
Unarmed strike if daemon misses an attack: 1d20 + 20 ⇒ (11) + 20 = 31 Damage: 1d8 + 11 + 1d6 ⇒ (5) + 11 + (1) = 17


As you closed in with it, the creature eyed your fists for a moment, clearly remembering what had happened in the past... then it stepped out of melee range and teleported seventy feet away, gesturing at the water flooding the area as it reappeared. The Styx surged in response, continuing to claw at your mind with the very power that wiped souls clean on their journey to rebirth.

Will DC 20: 1d20 + 16 ⇒ (15) + 16 = 31

Fortunately, your mind was holding... for now.

Y'know, I feel like deities in general consider their minds important... XD


HP: 111/139 | AC: 26; T: 18; FF: 20; CMD: 26 (+1 vs grapple) | Fort: +19; Ref: +18; Will: +16 (+2 vs illusions) | Int: +11 (forewarned); Perc: +20+1d6 (+3 vs traps)
Daily Abilities:
Spell Points 4/4; Martial Flexibility 3/6; feather fall 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 11/12; Knockout 1/1 (DC 18), Surge 5/9 (2)
Advanced Sylph Incanter 7//Brawler 6/Unarmed Fighter 1//Empiricist 6 (Archmage/Genius 3)

It wasn't getting away that easily. Astoroth warped after the daemon, reappearing directly in front of it.

Move: Martial Flexibility for the Step Up feat
Standard: Medium-range warp into melee

Warp Recharge: 1d4 ⇒ 4
Studied Combat (7rds remaining); Step Up (10rds remaining); Snake Style; Telekinetic Exoskeleton (8 temp HP); Destruction recharge (1rd); Warp Recharge (4rds)

Snake Style (vs bite): 1d20 + 22 + 1d6 - 2 ⇒ (16) + 22 + (4) - 2 = 40
Unarmed vs first missed attack: 1d20 + 20 ⇒ (1) + 20 = 21 Damage: 1d8 + 11 + 2d6 ⇒ (8) + 11 + (1, 2) = 22


Stepping away, the demon warped again - although from your knowledge of its kind, you knew it could probably only manage that once more (and that was if it hadn't already used its magic for today). It wasn't stupid - it knew at least some of what your fists were capable of, and was definitely trying to let the river claim you.

Will: 1d20 + 16 ⇒ (1) + 16 = 17

...Probably a smart move on its part, all things considered. Few could resist the Styx forever. Unless you've got a reroll, you'll forget two random feats and two random sphere abilities (I'll roll those) for 1d4 days.


HP: 111/139 | AC: 26; T: 18; FF: 20; CMD: 26 (+1 vs grapple) | Fort: +19; Ref: +18; Will: +16 (+2 vs illusions) | Int: +11 (forewarned); Perc: +20+1d6 (+3 vs traps)
Daily Abilities:
Spell Points 4/4; Martial Flexibility 3/6; feather fall 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 11/12; Knockout 1/1 (DC 18), Surge 5/9 (2)
Advanced Sylph Incanter 7//Brawler 6/Unarmed Fighter 1//Empiricist 6 (Archmage/Genius 3)

Assuming a 5ft-step on the daemon's part, I'm still threatening it when it tries to teleport. I took Step Up for a reason, after all. XD
AoO from casting in melee: 1d20 + 20 ⇒ (3) + 20 = 23 Damage: 1d8 + 11 + 2d6 ⇒ (4) + 11 + (1, 4) = 20
That'll be a nasty concentration check if I connected.
-----------------------------------------------
Alternately, if it still manages to teleport away and hit me with the Styx waters, Perfect Solution lets me spend a Mythic Point for a reroll.


The water's there regardless. The daemon doesn't need to actively control it since it raised the local water level to the point where you're partially in it. I'd, uh, definitely try for that reroll if I were you. o wo


HP: 111/139 | AC: 26; T: 18; FF: 20; CMD: 26 (+1 vs grapple) | Fort: +19; Ref: +18; Will: +16 (+2 vs illusions) | Int: +11 (forewarned); Perc: +20+1d6 (+3 vs traps)
Daily Abilities:
Spell Points 4/4; Martial Flexibility 3/6; feather fall 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 11/12; Knockout 1/1 (DC 18), Surge 5/9 (2)
Advanced Sylph Incanter 7//Brawler 6/Unarmed Fighter 1//Empiricist 6 (Archmage/Genius 3)

Reroll: 1d20 + 13 + 5 ⇒ (17) + 13 + 5 = 35

Still need to resolve the daemon's teleport attempt before I post any other actions.


It's sure as heck not making that check. XD Assume you managed to keep it in place.


HP: 111/139 | AC: 26; T: 18; FF: 20; CMD: 26 (+1 vs grapple) | Fort: +19; Ref: +18; Will: +16 (+2 vs illusions) | Int: +11 (forewarned); Perc: +20+1d6 (+3 vs traps)
Daily Abilities:
Spell Points 4/4; Martial Flexibility 3/6; feather fall 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 11/12; Knockout 1/1 (DC 18), Surge 5/9 (2)
Advanced Sylph Incanter 7//Brawler 6/Unarmed Fighter 1//Empiricist 6 (Archmage/Genius 3)

The constant presence of the Styx waters was becoming troublesome, as the constant aura of forgetfulness was slowly eroding Astoroth's mental defenses. The sooner this daemon was dealt with, the sooner he could get away from the danger.

Unarmed Flurry: 1d20 + 20 - 2 ⇒ (18) + 20 - 2 = 36 Damage: 1d8 + 11 + 2d6 ⇒ (1) + 11 + (1, 2) = 15
Unarmed Flurry: 1d20 + 20 - 2 ⇒ (11) + 20 - 2 = 29 Damage: 1d8 + 11 + 2d6 ⇒ (4) + 11 + (3, 5) = 23
Unarmed Flurry: 1d20 + 15 - 2 ⇒ (9) + 15 - 2 = 22 Damage: 1d8 + 11 + 2d6 ⇒ (1) + 11 + (4, 5) = 21

Studied Combat (6rds remaining); Step Up (9rds remaining); Snake Style; Telekinetic Exoskeleton (8 temp HP); Warp Recharge (3rds)

Snake Style vs Bite: 1d20 + 20 + 1d6 ⇒ (8) + 20 + (4) = 32
Unarmed vs First Missed Attack: 1d20 + 20 ⇒ (14) + 20 = 34 Damage: 1d8 + 11 + 2d6 ⇒ (5) + 11 + (4, 1) = 21


"Soon" didn't technically mean the same thing as "now", but that was more-or-less how it ended up as you hammered the daemon to death. As the life left its form, the water started to recede - although not without one more attempt at hammering your mind.

Will DC 20: 1d20 + 16 ⇒ (20) + 16 = 36

Experience might have been helping, though, because you had no trouble at all pushing away its influence as the waters waned. Nia ambled down towards you once the waters had fully receded and were no longer a threat, then bent down and poked at one of the corpses. "Well, hopefully killing them didn't set off any alarms." she said cheerfully. Then she snapped its neck just to be sure it was dead, apparently satisfied when there was no reaction from the corpse.

Looking up at the... facility... you did observe a few things of note. The only door you can see is a great metal affair, rune-carved, and the faces of tortured souls swim under its polished surface as if they were trapped under ice. It's also bent in places and hangs open. Down towards the bottom, you can see a number of pipes with liquid seeping out of them - sewage, perhaps, but definitely leading inside.


HP: 111/139 | AC: 26; T: 18; FF: 20; CMD: 26 (+1 vs grapple) | Fort: +19; Ref: +18; Will: +16 (+2 vs illusions) | Int: +11 (forewarned); Perc: +20+1d6 (+3 vs traps)
Daily Abilities:
Spell Points 4/4; Martial Flexibility 3/6; feather fall 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 11/12; Knockout 1/1 (DC 18), Surge 5/9 (2)
Advanced Sylph Incanter 7//Brawler 6/Unarmed Fighter 1//Empiricist 6 (Archmage/Genius 3)

Cure: 2d8 + 7 ⇒ (6, 5) + 7 = 18

"I'm sure we'll find out soon." The state of this facility's door didn't bode well, but Astoroth prefered to avoid sewer pipes unless absolutely necessary. While the filth and stench didn't bother him too much, the pipes were often significantly more complicated than they first appeared.

Let's head for the door


There's no light in here - which isn't really a problem for you. (Or Nia, for that matter, going by the way she didn't seem hindered by the lack of lighting. Looking closely, you could see a faint reddish glow coming from her eyes.)

While there may not be light, there are quite a lot of hallways and doors. There's one door at 1 o'clock, another at 6, and more at 7, 8, 9, and 11. There also appear to be two longer hallways heading to the south, deeper into this place, and a shorter one at 3 o'clock going into some kind of cavern.


HP: 111/139 | AC: 26; T: 18; FF: 20; CMD: 26 (+1 vs grapple) | Fort: +19; Ref: +18; Will: +16 (+2 vs illusions) | Int: +11 (forewarned); Perc: +20+1d6 (+3 vs traps)
Daily Abilities:
Spell Points 4/4; Martial Flexibility 3/6; feather fall 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 11/12; Knockout 1/1 (DC 18), Surge 5/9 (2)
Advanced Sylph Incanter 7//Brawler 6/Unarmed Fighter 1//Empiricist 6 (Archmage/Genius 3)

That ... was quite a lot of possible routes. Fortunately, the Keeper's map seemed to give rather accurate directions.

Is it giving me any indication of which direction the gem lies?


Checking your map, the gem you're looking for seems to be located up and ahead of you somewhere - a different level of this place, perhaps. It definitely seems like the gem is inside the rock somewhere, rather than somewhere further away.


HP: 111/139 | AC: 26; T: 18; FF: 20; CMD: 26 (+1 vs grapple) | Fort: +19; Ref: +18; Will: +16 (+2 vs illusions) | Int: +11 (forewarned); Perc: +20+1d6 (+3 vs traps)
Daily Abilities:
Spell Points 4/4; Martial Flexibility 3/6; feather fall 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 11/12; Knockout 1/1 (DC 18), Surge 5/9 (2)
Advanced Sylph Incanter 7//Brawler 6/Unarmed Fighter 1//Empiricist 6 (Archmage/Genius 3)

Without a map, I'm having trouble visualizing this place, but I'll head to whichever hallway/door appears to be leading in the gem's general direction.


I can fix that. XD This place is just kind of a pain to edit the map every time for.

The door that's most in the direction of the gem is the one directly to your south, and while the interior doesn't have stairs or the gem, some people might say it's better...

The walls of this room contain at least a hundred small niches, each holding a book, tablet, group of scrolls, or other forms of writing. There doesn't seem to be anyone else present, and Nia looked in with interest before pulling a book off the shelf at random. "Huh. Triple language cipher for reports on experiments." she mused. "Uh, how much do you want to know about torture?"


HP: 111/139 | AC: 26; T: 18; FF: 20; CMD: 26 (+1 vs grapple) | Fort: +19; Ref: +18; Will: +16 (+2 vs illusions) | Int: +11 (forewarned); Perc: +20+1d6 (+3 vs traps)
Daily Abilities:
Spell Points 4/4; Martial Flexibility 3/6; feather fall 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 11/12; Knockout 1/1 (DC 18), Surge 5/9 (2)
Advanced Sylph Incanter 7//Brawler 6/Unarmed Fighter 1//Empiricist 6 (Archmage/Genius 3)

That's why I use GoogleDrawings for my maps. XD They're not quite as pretty, but editing takes mere seconds.

A daemonic library? Fascinating. Astoroth retrieves a few books from random niches and quickly flips through them. If all his samples were related to torture, he could leave this room alone for the time being, as its immediate use was debatable.


Nia hadn't been kidding about the cipher - you recognize maybe a third of the content as being written in Draconic, but there are at least two other distinct scripts there, and the writing style definitely suggests they're evil planar tongues. There doesn't seem to be any particular organization to them - between that and having to crack the ciphers, you'd have to spend quite some time here if you wanted to thoroughly search the materials - an hour minimum, longer if you wanted to try and uncover more. Of course, it was doubtful you'd be left alone for that long...


HP: 111/139 | AC: 26; T: 18; FF: 20; CMD: 26 (+1 vs grapple) | Fort: +19; Ref: +18; Will: +16 (+2 vs illusions) | Int: +11 (forewarned); Perc: +20+1d6 (+3 vs traps)
Daily Abilities:
Spell Points 4/4; Martial Flexibility 3/6; feather fall 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 11/12; Knockout 1/1 (DC 18), Surge 5/9 (2)
Advanced Sylph Incanter 7//Brawler 6/Unarmed Fighter 1//Empiricist 6 (Archmage/Genius 3)

As much as he'd enjoy piecing this together, he didn't really have the time. Plus, if any daemons came in, the inevitable fight risked damaging some of the books. Stashing a pair of books in his pocket dimension for later study, Astoroth moved to search the next-most-likely hallway.

Unless this library has a south exit, I'm guessing that'll be the other southern hallway you mentioned previously.


*Gestures at the map* Actually, it does. XD Wanna head down there instead, then?


HP: 111/139 | AC: 26; T: 18; FF: 20; CMD: 26 (+1 vs grapple) | Fort: +19; Ref: +18; Will: +16 (+2 vs illusions) | Int: +11 (forewarned); Perc: +20+1d6 (+3 vs traps)
Daily Abilities:
Spell Points 4/4; Martial Flexibility 3/6; feather fall 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 11/12; Knockout 1/1 (DC 18), Surge 5/9 (2)
Advanced Sylph Incanter 7//Brawler 6/Unarmed Fighter 1//Empiricist 6 (Archmage/Genius 3)

Sure! XD


Peeking out the southern door, the passageway going almost straight south (but a little to the west) distantly leads to some staircases (and a larger open area, apparently). Meanwhile, off to the right is a cavern of some kind, and what looks like a hallway connecting back to the north. Nia paused for a moment, focusing her attention in that direction... but she didn't say anything or try to direct your path.


HP: 111/139 | AC: 26; T: 18; FF: 20; CMD: 26 (+1 vs grapple) | Fort: +19; Ref: +18; Will: +16 (+2 vs illusions) | Int: +11 (forewarned); Perc: +20+1d6 (+3 vs traps)
Daily Abilities:
Spell Points 4/4; Martial Flexibility 3/6; feather fall 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 11/12; Knockout 1/1 (DC 18), Surge 5/9 (2)
Advanced Sylph Incanter 7//Brawler 6/Unarmed Fighter 1//Empiricist 6 (Archmage/Genius 3)

Nia's look drew Astoroth's attention, as whatever caught her interest was likely worth looking into. After all, he knew next to nothing about this strange individual, but she was clearly very old and powerful. While she didn't seem like his enemy, the sense of "not knowing" he got around her needed to be addressed eventually.

Let's head where she's looking


*Updates map* You're in Room 12... and hopefully my descriptions make more sense now. XD

Moving over in the direction Nia was looking brought you past an empty chamber and under a stone arch to another. Two unconscious prisoners are bound to the wall with cold iron shackles. One is a stocky male elf, the other a bird-like humanoid - quite easy to identify as a Bralani Azata and an Avoral Agathion, respectively. They've clearly been bled quite a lot, and their manacles are covered in what look like unholy seals designed to lock their power away.

"Huh. Well, I guess even daemons like having fun sometimes." Nia said... before pausing thoughtfully. "Wait, do they? I don't think I've ever seen one genuinely laugh outside of, like, stabbing people... mostly they just seem like they hate everything and want everyone else to suffer. It was cute at first, but a little repetitive if you keep hanging out with them. Bleh. What's the point of existing if you can't have fun every now and then?"


HP: 111/139 | AC: 26; T: 18; FF: 20; CMD: 26 (+1 vs grapple) | Fort: +19; Ref: +18; Will: +16 (+2 vs illusions) | Int: +11 (forewarned); Perc: +20+1d6 (+3 vs traps)
Daily Abilities:
Spell Points 4/4; Martial Flexibility 3/6; feather fall 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 11/12; Knockout 1/1 (DC 18), Surge 5/9 (2)
Advanced Sylph Incanter 7//Brawler 6/Unarmed Fighter 1//Empiricist 6 (Archmage/Genius 3)

"Well, they are rather obsessed with the destruction of everything that lives, so hatred, fear, and suffering are their hallmarks. I'd imagine they take pleasure in eliminating especially noteworthy souls." While daemons' unceasing hatred for the living was irksome, it at least was purposeful. Followers of the Rough Beast and their mindless lust for destruction were rather more annoying.

Now, the presence of two Good-aligned outsiders was interesting. While they've obviously been heavily tortured, perhaps they could still be of use. Drawing a short torchlike device from his belt, Astoroth shone an almost-invisible light on the captives.
using the Revealer of the Hidden to scan for magic and traps. If there's none....
Carefully approaching the Agathion, he gently touched its wing with a hand infused with positive energy. Such healing would only last a short time, but it should be sufficient to rouse the creature.
using invigorate to give it 8 temp HP. If that's not enough, I'll cure an additional 2d8+8 damage.


There didn't seem to be any special magic or traps here, and at your touch, the Avoral stirred slightly. <"Torture me as you wish, fiend. You will never break my will."> he said in Celestial, clearly rather woozy and not paying much attention to the world just yet. Given the extent of his injuries, that wasn't much of a surprise.


HP: 111/139 | AC: 26; T: 18; FF: 20; CMD: 26 (+1 vs grapple) | Fort: +19; Ref: +18; Will: +16 (+2 vs illusions) | Int: +11 (forewarned); Perc: +20+1d6 (+3 vs traps)
Daily Abilities:
Spell Points 4/4; Martial Flexibility 3/6; feather fall 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 11/12; Knockout 1/1 (DC 18), Surge 5/9 (2)
Advanced Sylph Incanter 7//Brawler 6/Unarmed Fighter 1//Empiricist 6 (Archmage/Genius 3)

<"I'm no fiend, sir, and am certainly not here to torture you. I'm here on a completely unrelated errand and discovered you by happenstance. How long have the daemons held you here?">


The Avoral cracked open one eye and looked at you, then your jester-like companion, obviously wary of some sort of illusory trick designed to get his hopes up just so they could be crushed. Your use of Celestial may have helped at least a little bit, since few fiends would willingly speak the language (or, for that matter, even knew it). <"I regret that I have... lost track of time..."> he said slowly. <"Any time in this accursed place is too long.">


HP: 111/139 | AC: 26; T: 18; FF: 20; CMD: 26 (+1 vs grapple) | Fort: +19; Ref: +18; Will: +16 (+2 vs illusions) | Int: +11 (forewarned); Perc: +20+1d6 (+3 vs traps)
Daily Abilities:
Spell Points 4/4; Martial Flexibility 3/6; feather fall 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 11/12; Knockout 1/1 (DC 18), Surge 5/9 (2)
Advanced Sylph Incanter 7//Brawler 6/Unarmed Fighter 1//Empiricist 6 (Archmage/Genius 3)

Calmly, Astoroth began to work on the Avoral's shackles. <"It would be most helpful if you could share any information you have about this place. I'd prefer not to stay here longer than necessary.">
Taking10 on Disable Device for a 29. If that's not enough, i'll take20.

2,051 to 2,079 of 2,079 << first < prev | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | next > last >>
Paizo / Messageboards / Community / Online Campaigns / Play-by-Post / The Forgotten God (Table 5) All Messageboards

Want to post a reply? Sign in.

©2002-2017 Paizo Inc.® | Privacy Policy | Contact Us
Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours, Monday through Friday, 10:00 AM to 5:00 PM Pacific time.

Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, the Starfinder logo, GameMastery, and Planet Stories are registered trademarks of Paizo Inc. The Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Legends, Pathfinder Online, Starfinder Adventure Path, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.