Forgotten God (table 2) (Inactive)

Game Master Whack-a-Rogue

Skaar House
Abbey


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I knew I'd forgotten something. ;-) It's a belt of mighty constitution +2. Adds 10gp to the identification cost.


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

Bookkeeping:
Sold +1 breastplate +575g
Sold +1 ring of protection +1000g
Sold +1 humanbane greataxe +4150g
Identifying -40g
Make Whole -60g
Scholar's Pay -105g

The notion of mortal currency was one that the Unfailing Pillar had never been comfortable with but he understood that it was something mortals put great value in so he did his best to play along, handing shining bits of metal back and forth where needed to get the Carrion King's trinkets sorted. The giant vitality-boosting belt he'd hold on to as a trophy and a reminder of his conquest within the gnolls' domain.

While he left Syl to hiring a scholar knowledgable and brave enough to help research the writings below the House of the Beast, Skaar serviced what was formerly the Carrion King's harem and considered the gnoll tribe's future. Many would consider the situation a lost cause - the spawn of Lamashtu too corrupted and mad to ever choose another path - but the Unfailing Pillar didn't believe in lost causes. The power to choose their own destiny had always been the mortal races' greatest gift and it was one that he'd found strength and purpose in nurturing.

Perhaps now was the time to share the Unfailing Pillar's secret.


Syl returns with a middle-aged Qadiran man. "This is Yussef. He's spent the last two decades studying how languages change over time, with a particular emphasis on Qadiran."


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

"Thanks for comin'", Skaar says while offering the man a huge meaty paw. "Syl's filled you in on the details?"


The man's grip is firm as he returns your handshake. "Apparently there's an inscription of some sort that needs translating. Your associate said that it's rather lengthy."


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

”Right, it’s below the House of the Beast outside town. There’s some trogs and gnolls livin’ nearby but they shouldn’t be a problem”, Slaar explains.

”Once Yussef’s setup we’ve gotta talk”, he adds with a nod to Syl. ”It’s time I tell you the full story on why I was out on that rock when the Wormwood found me and what we're doin’.”


Syl smiles. "Sounds like some memories are coming back. I'm glad to hear it."

Once you've shown that Yussef doesn't need to fear the trogs and gnolls, he eagerly begins studying the massive maze-like hallway. "This will take several days at a minimum to translate. Is there anything in particular that you're looking for? Key phrases, perhaps? If so, I'll notify you if they appear."


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

”We’re lookin’ for information on a Scroll of Kakishon that’s supposed to be buried down here somewhere. I’ll take whatever you can figure out but I wanna know who made it, what’s it do, and why it was hidden away”, Skaar explains. ”Did you have everything you needed to work? I can get some of the gnolls to come stand guard if it’d help free you up to concentrate on your work.”

With the scholar attended to, Skaar finds a private chamber to share with Syl. The hulking greenskin crouches down on some of the gnoll’s furs and invites his companion to do the same.

”When I met you on the Wormwood, I knew you were a hellcat but I also saw a strength in you that needed a little help to come out. I just had to trust you and help you find the bastards that hurt you before you fell in with Harrigan to bring that strength back to the surface. The truth is girl, my memories haven’t come back but you’ve proven my trust in you wasn’t misplaced so it’s time I tell you what more about who I am and what I do remember. To start, I’m not the young bull you probably see me as. I’m old - older than you, older than Yussef out there, and even older than this whole temple. I’ve walked across this world’s surface before the elves built their shining cities, hunted beasts so savage that their fury caused the land to shake, and stood witness while Torag forged his dwarves in the fires of creation.“


Yussef would actually prefer the gnolls stay out of the way entirely. After making a note about the phrase "Scroll of Kakishon", he gets go work.
------------------------------------
Syl listens intently to your words but remains silent, waiting for you to get to the meat of the matter.


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

”Long ago I went by many names among the mortal races: The Light on the Horizon, Trailblazer's Flame, The Unfailing Pillar but most knew me as Skaar, god of strength, independence, and hope”, the deific orc explains in echoing profundo. ”But a god without followers is only a shadow. You Syl, if you'd put your faith in me, are worthy of being my first priestess since my return. Together we’ll help others find the strength they’ve forgotten and prepare for the coming darkness. ”


Syl blinks at you but otherwise remains emotionless. "So. You're a god. Then why do you bleed? Why are you even here? Why did you leave - and then decide to come back? And what happened to your followers?"


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

"Gods bleed plenty", Skaar explains matter-of-factly. "And I wasn't lyin' about the amnesia. I'm not sure what happened. At some point I was attacked and I died... or nearly died and was left for dead. I assume while I slept my followers and my temples were lost to the sands of time and whatever other evidence was left was wiped out by who or what attacked me in the first place. I don't know why I woke or what woke me but since you and the Wormwood found me on that rock my strength's been comin' back slowly."


Syl nods. "If anyone else told me this story, I'd tell him where to shove it. You're different, though. You're not a mage, but you've got magic. Strange magic that's not like anything I've ever seen. You've taken on adversaries that you didn't have any business fighting, and you did it with your bare hands. Then you walk away with barely a scratch, and even that heals up too fast to be natural. There's a power in you, that much is undeniable.

"What I don't understand is why whoever stuck you here had it in for you. I thought the gods mainly got along. Sure their followers squabble, but deities aren't supposed to get involved."


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

"Gods and mortals are more alike than you'd know. We plot and squabble and scrap among ourselves but something like what happened to me doesn't happen so often. It takes a lot of power and opportunity to take out a god and even more to wipe him from history. That's why I've been tryin' to lay low. Whoever did this is still out there. If they find out I'm alive and gettin' my strength back down here on Golarion they're bound to send someone or something to finish the job."


"That makes sense. I'm still not entirely convinced, but your story does make more sense than what you've been claiming up until now. Plus, you're a pretty good guy. From what I'd heard, most gods are kind of on the stuck-up side - too busy to pay much attention to us puny mortals."


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

"Some gods do see mortals as burdens or pests but others do really care. They've just got funny ways of showin' it."


"Well, if you really are a god, you clearly haven't let it get to your head. That's commendable. Of course, the real question is what you'll do whenever you get your power back. Got any plans for that?"


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

"I'll return to my calling, lendin' my might to souls with the strength and will to forge their own path. That and bustin' up whoever put me on that rock in the first place."

"But that's the future. For now we've gotta focus on today and I believe today that these gnolls, led into war and madness by the Carrion King, deserve a chance to build a brighter future for themselves. The Unfailing Pillar will help give them the strength to succeed and starting with them I will be remembered by this world."


Syl gives you an approving nod. "Then tell me how I can help. You've given me my life back. Now let's find yours."

You have your first follower. :-) Syl is a gestalt Stygian Slayer//Knifemaster URogue. Once you're able to start granting spells, she'll multiclass into Warpriest.


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

Sweet! Should I stat her or control her in combat or were you just letting me know so I have an idea of her capabilities?

"To start, help me guide what's left of these gnolls away from Lamashtu and Rovagug. I'm their best chance to recover from what the Carrion King and that false priest did to 'em. We've got at least a week while Yussef works on those translations."

Are there any big statues or representations of Rovagug or Lamashtu that smashing/tearing down would make a suitably impressive display? =P


I'm just giving you a heads-up. She'll always be an NPC but will generally do what you ask unless it's clearly suicidal or horribly out of character.

The massive spider-like structure in the Throne Room is clearly identifiable as the symbol of the Rough Beast. Its sheer size renders it almost impossible for a mere mortal to destroy, but when have such limits ever stopped you?


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

Gotcha.

Where's the statue in relation to that giant pit surrounding the throne?


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

A day, Skaar has the survivors of the gnoll tribe gathered in the enormous throne room. The hulking bare-chested orc’s wounds have almost entirely faded save the jagged pink scar across his brow and nose where the Carrion King had tried to literally bite his face off but even that’s slowly fading. He stands before the throne and addresses the crowd in a deep bass that echoes off the cold cave walls.

”The Carrion King and the bastard that was pullin’ his strings are dead but their legacy still haunts you. It’s a legacy of ruin and death that’ll follow you, your children, and your children’s children unless you find the will to go another way. I am here to do more than be your chieftain, I’m here to help you forge that new path, free from the Mother of Monsters, the Rough Beast, or any other selfish madman that would drag you down with him. I’ll show you the true meaning of strength and together we’ll tear down the madness that’s kept you trapped in darkness as slaves!”

As he finishes, Skaar grabs a hold of the giant spider statue and begins to heave. His thickly muscled form bulges with power and golden light shines in the big orc’s eyes as his divinity begins to show.

Strength check to tear the statue down and toss it in the pit (display of strength, rage, strength stance: 1d20 + 10 + 20 + 8 ⇒ (2) + 10 + 20 + 8 = 40


If my calculations are right, you can bench press 6400 lbs with that check. I'm impressed.

The gnolls stand slack-jawed in shock for a good fifteen seconds before bursting into loud cheers. Their new king has proven himself stronger than anyone they've ever seen. Syl, watching from the side, is equally speechless, although she does her best to hide it. A moment later, you feel a conduit reopen in the deepest recess of your mind, and a familiar sensation begins to trickle in - belief. While a deity technically doesn't require it to gain power, knowing that a mortal trusts you enough to put their faith in you is often the thing that gives that little extra push when a god is faced with a difficult decision.


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

It was only a trickle of faith compared to what he'd enjoyed in his prime but for the Unfailing Pillar it was a blessed relief after untold ages forgotten by the world. It left him feeling refreshed and empowered, better prepared for whatever trials lay ahead.

Over the next few days, in addition to having all signs of Rovagug and Lamashtu torn down and the equipment used in the torture/rape of the human girls destroyed, Skaar sows the seeds of worship for his followers. He'd never been a deity that found value in ritual but he did show them the basics of showing their devotion, an odd mix of rhythmic chanting and strength-building exercises. The rest of his time is spent on the greater part of his teachings, encouraging his worshippers to challenge themselves and choose better lives. Each gnoll that comes to him asking for guidance or aid is first given a task intended to challenge and make them examine their way of life. The Unfailing Pillar was a compassionate god but in his eyes unsustainable charity was just another form of cruelty.


The gnolls are fast learners, and while their barbaric habits continue to flare up, you're gradually beginning to show them how to channel the violent impulses into more productive activities. Gnolls respect strength, and your focus on that is pleasing to them.

By the end of the week, Yussef has made several reports to you regarding his progress. Although the vast halls are far from translated, he's been able to find a few references to the Scroll. Based on his most-recent findings, it's an artifact of great power that was created by the archwizard Nex. It's hidden in the "Pit of Screaming Ghosts" - an eternal prison holding the souls of wicked genies. The prison's location hasn't been found yet, but is definitely somewhere in the complex. Most likely near a place of unholy power.


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

Skaar is intrigued by what he's told by the scholar and content to let him continue working. Skaar will pay him for another week if necessary.

In the days to come, he searches for information among his fledgling worshipers. Perhaps the Carrion King had spoken of this 'Pit' whatever site of unholy power he'd used to commune with Rovagug.


INT Check: 1d20 + 1 ⇒ (5) + 1 = 6

Your new converts don't have any idea what you're talking about. The Carrion King had turned his most fanatical subjects into monstrous warriors and sacrificed anyone who asked too many questions. To survive his rule, his followers quickly learned to stay as far away from him as possible. On the positive side, after another week, Yussef has determined that the Scroll was kept in an even-lower level of the temple complex, and the entrance was located somewhere in the vicinity of a "Carrion Pit."


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

A carrion pit...

"What did the Carrion King use this pit for?" Skaar asks with a gesture toward the massive pit filling the throne room.


One of your gnolls answers hesitantly. "He threw sacrifices in there. Said it was a rite of passage. Nobody ever came out, though. While they struggled and died, Ghartok would just sit on his throne and laugh."


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

"It sounds like that'd be a good place to start. I'll check it out."

After performing his usual rituals to prepare himself for danger, Skaar descends into the sacrificial pit.

I need to check out the book when I get home but I'll be using something like featherfall or something to get a climb speed.


Calling upon your magic, you begin carefully descending into the pit, as soon as you touch one of the bodies, it animates and begins to attempt to drag you deeper and suffocate you. However, even in your mortal state, you're easily able to dispatch the undead, although the sheer number of enemies does tire you out eventually. Passing through the gauntlet, you reach the bottom of the pit, where you find a hidden door. Behind this door is a stone staircase that spirals into the darkness.

At the bottom, you find an unexpected sight - an elaborate underground garden lit by softly glowing crystals. Gravel walkways wind between verdant trees and shrubs that rustle softly in a gentle breeze that seems to come from nowhere. As the garden's centerpiece, cracked granite benches surround a cobblestone fountain filled with crystal-clear water. To the south, a gently-flowing creek runs across a pebbly streambed that passes through a rock garden and into an iron grill drain along a passageway to the south. To the north, a lone almond tree stands in an alcove, while to the west, a double arch leads to a small circular room. Four sandstone sculptures chiseled into the forms of huge angry faces stand throughout the room.

Syl elected to stay behind and keep the Gnolls in line while you're gone, so you're on your own for the time being.


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

I assumed as much.

Plenty of dark magic down here. The PIt's got to be damn close. Did that false priest and the Carrion King know this was down here?

Skaar looks for signs of traffic before further searching the area.

Tracks?: 1d20 + 6 ⇒ (8) + 6 = 14

This place wasn't Lamashtu or Rovagug's work. Who was here first?

Do the faces lend themselves to any religions iconography?


Each of the faces is that of a different genie: a Djinni, an Efreeti, a Marid, and a Shaitan. There are no tracks to be found, as the ground is immaculately clean and well-kept.


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

And now geniekind. How many hands were involved in this Pit?

Despite still being puzzled by the strange environment, Skaar looks for signs of the fabled Pit.

Any stairs or ramps that might lead further down?


A door on the East side of the room leads to a winding hallway that stops at a set of double doors. On the other side, you find a small room dominated by a complex metal-and-stone frame that forms a strange bell-shaped cage over the central section of the ground. Eight stone bars arch down to encircle a fifteen-foot-wide section of the room - these bars are five feet apart where they connect to the floor. Around each bar's base rise strange rune-like projections and what seem like screaming faces trying to emerge from the stone.


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

The Pit of Screaming Ghosts no doubt... Skaar surmises as he studies the rune-etched cage.

Cautiously, he reaches out to touch one of the projections.


As soon as you touch the projection, the entire cage begins to shift and move, and you can hear a grinding noise. It almost appears that the structure is waking up, although nothing else happens as you wait.


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

Skaar grabs the bars and shakes them firmly. "Open up damn you!"


The structure continues to grind and shift, but nothing changes.

I'll also remind you that the bars are 5ft apart, so you can easily step inside if you so desire. ;-)


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

Oh...

Having threatened the cage into submission, Skaar squeezes his ways between the rune-etched bars.


As you enter the cage, the stone floor begins to gently ripple and swell, almost like the surface of a wind-tossed lake. Runes in a language you recognize as Terran rise from the floor before sinking back down and rising again elsewhere.

Knowledge(planes): 1d20 + 6 ⇒ (18) + 6 = 24

It's highly probably that this contraption is powered by the forces of elemental Earth and is awaiting some form of activation signal.


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

Reaching out with his divine power, the Unfailing Pillar wills the cage to move.

Using telekinesis to try moving the cage. If that doesn't work, is there something like move earth or stone shape within spheres of power?


The cage is much too big/heavy to move. I don't have my book with me at the moment, but there's a Forge Earth talent in the Nature sphere. There are several other options, but that's the first that comes to mind.


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

He'll try that then with a mythic power.

With the cage being too large to move by force of will alone, Skaar tries something else. He touches whatever elemental spirits remain in the earthen construct and pushes them to act.


Your magic appears to have no effect for a moment, but then the stone floor slowly morphs into a spiral staircase that winds down 100ft to a vast natural cavern.

This vast space glitters and shines from what appears to be a king's ransom. Well over 100ft across and 50ft high, the floor of the cavern is a sea of gold coins, lush carpets and tapestries, and glittering artifacts. At the center of the cavern, a stone pillar rises 40ft from the treasure-strewn floor, and a stone spiral stairway (where you entered from) rises up from the top of this pillar to the roof 20ft above. A curving flight of stairs winds down from the top of this pillar into the sea of treasure below. The bottommost step has a short phrase carved into it in what appears to be an ancient form of Ignan.


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

Skaar descends the stairs cautiously, taking in the immense hoard of glittering treasures. Left to tempt mortal souls no doubt.

Reaching the bottom step, he stares in confusion in the written phrase. Instructions? Or simply a warning?

Any visible exits from this room?


There are no visible exits to the room. You do notice at least a dozen 5ft-diameter pillars scattered around the room. They must be buried in the ground, as their tops are only a few inches above the treasure horde. You can see runes etched into their tops that seem to refer to the binding of undead spirits.

To reach the closest pillar, you'll have to jump.


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

Undead spirits. Are they guardians or prisoners? They're unlikely to be helpful either way.

Backing up a step to get momentum, Skaar leaps for the top of the first pillar.

Jump!: 10 + 5 = 15


As long as you Take 10, you'll be okay. Navigating the pillars isn't too difficult, but there's no room for a running start.

The pillars spiral counterclockwise across the chamber, ending near a blank wall to the south. Once you're about halfway across, though, you hear a frightful moaning as a quartet of spirits rise from nearby pillars and begin to float toward you.

Knowledge(religion) DC 13: 1d20 + 6 ⇒ (18) + 6 = 24

You recognize the spirits as Edimmus - undead genies unable to return to their Home Plane. Unable to be damaged by mundane weaponry (incorporeal), they possess an unholy mastery of the wind and emit a shriek that saps your life force upon destruction. Like other ghosts, this destruction is only temporary, as their spirit continues to linger until their assigned task is completed - unfortunately, time tends to shred these creature's minds, leaving only a blind, unending fury toward the living.

Will DC 16 to avoid becoming shaken. They rose from the pillars in front of you, and the closest is flying about 10ft away.

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