Forgotten God (table 3) (Inactive)

Game Master Whack-a-Rogue

Anevia's House


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As you prepare to fight, the snake strikes at Horgus!

Bite: 1d20 + 2 ⇒ (16) + 2 = 18 Damage: 1d4 - 1 ⇒ (1) - 1 = 0

It easily bites the startled man, but his thick clothes protect him from much harm.


Expendables:
Mythic Points: 5/5 | Spell Points: 10/10 | Hypnotism(DC 18): 7/7 | Surge: 5/5
Stats:
HP: 36/36 | AC: 15 | Init +4 | Touch: 15 | Flat-Footed: 12 | CMD 16 | Fortitude +8 | Reflex +10 | Will +8
Skills:
*Acrobatics +8 | *Bluff +12 | *Diplomacy +12 (+2 to gather information) | *Disguise +10 | *Intimidate +12 | Knowledge (arcana) +5 | *Knowledge(religion) +6 | *Perception +6 | *Sleight of Hand +8 | *Stealth +8

Woo! Page 2!

Celia scowled at the viper. "Foul beast."

She stabbed right at its head, slamming the dagger down deep.
attack: 1d20 + 2 ⇒ (18) + 2 = 20
Damage: 1d4 + 2 ⇒ (1) + 2 = 3


Technically only 2pts damage, as your Ambush Training trait doesn't apply during regular combat rounds.

You slam your dagger into the snake's head. While you appear to have missed any vital areas, the serpent slithers away in obvious pain.


Expendables:
Mythic Points: 5/5 | Spell Points: 10/10 | Hypnotism(DC 18): 7/7 | Surge: 5/5
Stats:
HP: 36/36 | AC: 15 | Init +4 | Touch: 15 | Flat-Footed: 12 | CMD 16 | Fortitude +8 | Reflex +10 | Will +8
Skills:
*Acrobatics +8 | *Bluff +12 | *Diplomacy +12 (+2 to gather information) | *Disguise +10 | *Intimidate +12 | Knowledge (arcana) +5 | *Knowledge(religion) +6 | *Perception +6 | *Sleight of Hand +8 | *Stealth +8

"You okay?" She wiped the snake blood off of her dagger with her tunic. "We should continue. We probably shouldnt say in one place." She continues walking.


You journey on for almost half an hour - Horgus whining the entire time about his brush with death. Eventually, you reach the tunnel's end at a junction. To the north, a 5ft-wide opening in the wall leads into a cave filled with soft but nasty-looking green light - the tunnel itself continues south beyond this.


Expendables:
Mythic Points: 5/5 | Spell Points: 10/10 | Hypnotism(DC 18): 7/7 | Surge: 5/5
Stats:
HP: 36/36 | AC: 15 | Init +4 | Touch: 15 | Flat-Footed: 12 | CMD 16 | Fortitude +8 | Reflex +10 | Will +8
Skills:
*Acrobatics +8 | *Bluff +12 | *Diplomacy +12 (+2 to gather information) | *Disguise +10 | *Intimidate +12 | Knowledge (arcana) +5 | *Knowledge(religion) +6 | *Perception +6 | *Sleight of Hand +8 | *Stealth +8

Celia moves to go down the tunnel with the green light. "You guys ready?"

-Posted with Wayfinder


A single, sizable 20ft-tall building remains in the center of this 30ft-high cave - a bunkerlike structure with no windows and walls of worked stone blocks. A 10ft-long carving of a hammer decorates the building's facade. The ruins of collapsed outbuildings stand to either side.

Knowledge(religion): 1d20 + 5 ⇒ (13) + 5 = 18

As you approach, you feel a brief tingle of fear. The symbol identifies this place as a temple of Torag. As far as you know, he's still active, and you'd be wise to avoid any displays of godly power. After all, it's considered bad form to meddle with the affairs of other deities. Plus, as you currently have no idea what happened to you, it may be wise to avoid attracting the attention of the Pantheon.


Expendables:
Mythic Points: 5/5 | Spell Points: 10/10 | Hypnotism(DC 18): 7/7 | Surge: 5/5
Stats:
HP: 36/36 | AC: 15 | Init +4 | Touch: 15 | Flat-Footed: 12 | CMD 16 | Fortitude +8 | Reflex +10 | Will +8
Skills:
*Acrobatics +8 | *Bluff +12 | *Diplomacy +12 (+2 to gather information) | *Disguise +10 | *Intimidate +12 | Knowledge (arcana) +5 | *Knowledge(religion) +6 | *Perception +6 | *Sleight of Hand +8 | *Stealth +8

Celia sighs. "does anyone want to explore the ruins or can we just get out of here and find some help with Anevias leg? There could be more vipers or worse in the ruins. Give me a minute." She walks around a the room to look around for an exit.

taking 20 to see if there is a way out in this cave here. For a 25.

-Posted with Wayfinder


There's another passage at the far end of this chamber. However, as you scout, Anevia begins to complain that her leg's bothering her. "Can we rest here for a bit? I don't think I can go on much farther without a break." You hear Horgus mutter something under his breath about "... slowing us down. Splitting up is the only sensible option." At this, Anevia explodes in fury. "Of course a man afraid to acknowledge HIS OWN FAITH wouldn't be moved by a g@%*+*n TEMPLE! I almost wish you HAD been one of the demon worshipers! At then your rudeness would make sense!"

Are you going to let this continue to play out?


Expendables:
Mythic Points: 5/5 | Spell Points: 10/10 | Hypnotism(DC 18): 7/7 | Surge: 5/5
Stats:
HP: 36/36 | AC: 15 | Init +4 | Touch: 15 | Flat-Footed: 12 | CMD 16 | Fortitude +8 | Reflex +10 | Will +8
Skills:
*Acrobatics +8 | *Bluff +12 | *Diplomacy +12 (+2 to gather information) | *Disguise +10 | *Intimidate +12 | Knowledge (arcana) +5 | *Knowledge(religion) +6 | *Perception +6 | *Sleight of Hand +8 | *Stealth +8

Celia lets them get it out of their system.

-Posted with Wayfinder


Horgus' face turns beet red as he sputters and waves his arms around for several seconds. "Isn't that ironic? Being lectured on good behavior by someone who's nothing more than a common THIEF!" Anevia's face turns stony at this, and she limps over to a chunk of rubble to sit and sulk in black silence.


Expendables:
Mythic Points: 5/5 | Spell Points: 10/10 | Hypnotism(DC 18): 7/7 | Surge: 5/5
Stats:
HP: 36/36 | AC: 15 | Init +4 | Touch: 15 | Flat-Footed: 12 | CMD 16 | Fortitude +8 | Reflex +10 | Will +8
Skills:
*Acrobatics +8 | *Bluff +12 | *Diplomacy +12 (+2 to gather information) | *Disguise +10 | *Intimidate +12 | Knowledge (arcana) +5 | *Knowledge(religion) +6 | *Perception +6 | *Sleight of Hand +8 | *Stealth +8

Seeing they probably wouldn't work it out on their own, Celia desides to intervene. "Listen, guys. It has been a long day and I have the feeling its no where near over. I get that you are not friends. I understand how it must be terrible to travel together so closely for such a long time. I understand, I really do. But we do not have time for this. If all of us are to get out alive, we will need to stick together. Anevia, sadly you have a broken leg, you aren't going anywhere fast with that. You might be a great shot, but with an injury like that, you're out of commission, Sir Elf is blind, also in a tight spot, and you, Horgus, are no warrior, you are a scholar. Let us work together, for now, to get out of here. After that, you can yell at each other to your hearts content."

Diplomacy: 1d20 + 11 ⇒ (16) + 11 = 27


Anevia and Horgus sullenly nod in assent but continue to look angry. Whatever triggered this altercation clearly has deep roots and won't be easily solved. Still, they're willing to continue traveling together, so at least that's something, right?

CHeck out the ruined temple or continue down the tunnel?


Expendables:
Mythic Points: 5/5 | Spell Points: 10/10 | Hypnotism(DC 18): 7/7 | Surge: 5/5
Stats:
HP: 36/36 | AC: 15 | Init +4 | Touch: 15 | Flat-Footed: 12 | CMD 16 | Fortitude +8 | Reflex +10 | Will +8
Skills:
*Acrobatics +8 | *Bluff +12 | *Diplomacy +12 (+2 to gather information) | *Disguise +10 | *Intimidate +12 | Knowledge (arcana) +5 | *Knowledge(religion) +6 | *Perception +6 | *Sleight of Hand +8 | *Stealth +8

Celia sighs. Like babysitting idiots.
"Okay, enough of a break, lets get going."

down the tunnel.

-Posted with Wayfinder


The next 40min are passed in an icy silence. The passage gradually rises until it opens into a large cavern. Stone figures are carved into the walls, each depicting a crusader clad in armor and wielding weapons. Their carved stone features contain expressions of sadness.


Expendables:
Mythic Points: 5/5 | Spell Points: 10/10 | Hypnotism(DC 18): 7/7 | Surge: 5/5
Stats:
HP: 36/36 | AC: 15 | Init +4 | Touch: 15 | Flat-Footed: 12 | CMD 16 | Fortitude +8 | Reflex +10 | Will +8
Skills:
*Acrobatics +8 | *Bluff +12 | *Diplomacy +12 (+2 to gather information) | *Disguise +10 | *Intimidate +12 | Knowledge (arcana) +5 | *Knowledge(religion) +6 | *Perception +6 | *Sleight of Hand +8 | *Stealth +8

Looking over the statues warily, she frowns. "Hey, anyone know what these were for?" taking 20 on perception for a 25

-Posted with Wayfinder


The elf looks around sightlessly. "What are they?" You can tell that the statues are extremely old - although you don't recognize their significance. Whatever the figures represent must have happened after your fall.


Expendables:
Mythic Points: 5/5 | Spell Points: 10/10 | Hypnotism(DC 18): 7/7 | Surge: 5/5
Stats:
HP: 36/36 | AC: 15 | Init +4 | Touch: 15 | Flat-Footed: 12 | CMD 16 | Fortitude +8 | Reflex +10 | Will +8
Skills:
*Acrobatics +8 | *Bluff +12 | *Diplomacy +12 (+2 to gather information) | *Disguise +10 | *Intimidate +12 | Knowledge (arcana) +5 | *Knowledge(religion) +6 | *Perception +6 | *Sleight of Hand +8 | *Stealth +8

Celia purses her lips. "They're big statues of... Warriors?"

-Posted with Wayfinder


Aravashnial looks intrigued. "Warriors? After the First Crusade, legends tell of a group of crusaders that were infected with Abyssal energy. They fled underground to raise their children in peace, and supposedly, their deformed descendants still live beneath the city today. Do the statues look like crusaders?"


Expendables:
Mythic Points: 5/5 | Spell Points: 10/10 | Hypnotism(DC 18): 7/7 | Surge: 5/5
Stats:
HP: 36/36 | AC: 15 | Init +4 | Touch: 15 | Flat-Footed: 12 | CMD 16 | Fortitude +8 | Reflex +10 | Will +8
Skills:
*Acrobatics +8 | *Bluff +12 | *Diplomacy +12 (+2 to gather information) | *Disguise +10 | *Intimidate +12 | Knowledge (arcana) +5 | *Knowledge(religion) +6 | *Perception +6 | *Sleight of Hand +8 | *Stealth +8

Celia nods. "Crusader esk definitely. Do you think we are going to run into mutated Abyssal warriors?" Her shoulders slump a bit. Am I going to have to carry these people out like children In every way? She shoots a short look at Anevias. Already doing that literally with her.

-Posted with Wayfinder


Horgus immediately begins to panic, babbling something about not wanting to be flensed alive by demons. Anevia stifles a chuckle, while Aravashniel merely looks interested at the prospect.


Expendables:
Mythic Points: 5/5 | Spell Points: 10/10 | Hypnotism(DC 18): 7/7 | Surge: 5/5
Stats:
HP: 36/36 | AC: 15 | Init +4 | Touch: 15 | Flat-Footed: 12 | CMD 16 | Fortitude +8 | Reflex +10 | Will +8
Skills:
*Acrobatics +8 | *Bluff +12 | *Diplomacy +12 (+2 to gather information) | *Disguise +10 | *Intimidate +12 | Knowledge (arcana) +5 | *Knowledge(religion) +6 | *Perception +6 | *Sleight of Hand +8 | *Stealth +8

Celia rolls her eyes. "You keep making this much noise and all the creatures of this cave will depend upon us. Why do I need to keep reminding you of this fact? Do you want to die? If not, quiet down and follow me. It's time we left this place..." Quietly, she begins to walk forward again, keeping a wary eye on the statues.

-Posted with Wayfinder


A little further on, a small campfire and a well-used bedroll - along with a few utensils and tools - sit near another cave opening in the far wall of this cavern. Near the far end, a DWARF shrieks in a panicked frenzy. "Crusaders! You'll never take me alive!"

Your Initiative: 1d20 + 4 ⇒ (3) + 4 = 7
Dwarf Initiative: 1d20 ⇒ 10

He chants an incantation, and his form blurs and distorts before he charges toward you.


Expendables:
Mythic Points: 5/5 | Spell Points: 10/10 | Hypnotism(DC 18): 7/7 | Surge: 5/5
Stats:
HP: 36/36 | AC: 15 | Init +4 | Touch: 15 | Flat-Footed: 12 | CMD 16 | Fortitude +8 | Reflex +10 | Will +8
Skills:
*Acrobatics +8 | *Bluff +12 | *Diplomacy +12 (+2 to gather information) | *Disguise +10 | *Intimidate +12 | Knowledge (arcana) +5 | *Knowledge(religion) +6 | *Perception +6 | *Sleight of Hand +8 | *Stealth +8

Spending a spell point to cast Greater Enthrall on the dwarf DC 17.

"Woah friend. We are not crusaders. Look around at us for a moment, Do we look like we are? My friend here has no weapons, one of us is blind, and the other has a broken leg. We are just trying to get out of this cavern."


GM Rolls:
1d20 + 8 ⇒ (20) + 8 = 28
1d20 + 1 ⇒ (13) + 1 = 14

"Lies!" the crazed Dwarf screams, easily shrugging off your spell. He slashes at you with a rusty dagger, but you're able to slip away at the last moment. Your companions look to you for instructions.


Expendables:
Mythic Points: 5/5 | Spell Points: 10/10 | Hypnotism(DC 18): 7/7 | Surge: 5/5
Stats:
HP: 36/36 | AC: 15 | Init +4 | Touch: 15 | Flat-Footed: 12 | CMD 16 | Fortitude +8 | Reflex +10 | Will +8
Skills:
*Acrobatics +8 | *Bluff +12 | *Diplomacy +12 (+2 to gather information) | *Disguise +10 | *Intimidate +12 | Knowledge (arcana) +5 | *Knowledge(religion) +6 | *Perception +6 | *Sleight of Hand +8 | *Stealth +8

Celia sighs. "Alright then. Ready your arrows, Anevia." Celia watches her opponents attack, studying his style and manuvers.
Study target for the +1's

Seeing the weak point in his technique, she moves forward, slashing out at him.

To hit: 1d20 + 1 + 1 ⇒ (18) + 1 + 1 = 20
Damage: 1d4 ⇒ 4


GM Rolls:
1d100 ⇒ 35
1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15 1d6 + 1 ⇒ (4) + 1 = 5
1d100 ⇒ 28
1d20 + 1 ⇒ (20) + 1 = 21
1d20 + 1 ⇒ (13) + 1 = 14 1d4 ⇒ 4

The Dwarf's form is blurry, so it's difficult to tell what's real and what's illusion, but your strike easily penetrates that. Anevia, following your lead, shuffles back a few steps out of the Dwarf's reach and fires an arrow at him. She's lucky to penetrate the concealment and grazes your opponent's shoulder. Roaring in pain and anger, the Dwarf lashes out at you again with his dagger and somehow manages to connect (take 4pts damage).

Crazy Dwarf: 10pts damage


Expendables:
Mythic Points: 5/5 | Spell Points: 10/10 | Hypnotism(DC 18): 7/7 | Surge: 5/5
Stats:
HP: 36/36 | AC: 15 | Init +4 | Touch: 15 | Flat-Footed: 12 | CMD 16 | Fortitude +8 | Reflex +10 | Will +8
Skills:
*Acrobatics +8 | *Bluff +12 | *Diplomacy +12 (+2 to gather information) | *Disguise +10 | *Intimidate +12 | Knowledge (arcana) +5 | *Knowledge(religion) +6 | *Perception +6 | *Sleight of Hand +8 | *Stealth +8

Grunting, she lashes out again.

attack: 1d20 + 1 + 1 ⇒ (2) + 1 + 1 = 4
damage: 1d4 + 1 ⇒ (3) + 1 = 4


GM Rolls:
1d20 + 1 ⇒ (8) + 1 = 9 1d4 ⇒ 1
1d20 + 5 + 1 ⇒ (19) + 5 + 1 = 25 1d6 + 1 ⇒ (6) + 1 = 7
1d100 ⇒ 69

You and the Dwarf both miss, but Anevia manages to sink an arrow into his chest. He staggers backward, looking shock. "You'll never take me alive!!!"

Crazy Dwarf: 17pts damage


Expendables:
Mythic Points: 5/5 | Spell Points: 10/10 | Hypnotism(DC 18): 7/7 | Surge: 5/5
Stats:
HP: 36/36 | AC: 15 | Init +4 | Touch: 15 | Flat-Footed: 12 | CMD 16 | Fortitude +8 | Reflex +10 | Will +8
Skills:
*Acrobatics +8 | *Bluff +12 | *Diplomacy +12 (+2 to gather information) | *Disguise +10 | *Intimidate +12 | Knowledge (arcana) +5 | *Knowledge(religion) +6 | *Perception +6 | *Sleight of Hand +8 | *Stealth +8

Celia strikes out again. You asked for it.

attack: 1d20 + 1 + 1 ⇒ (17) + 1 + 1 = 19
damage: 1d4 + 1 ⇒ (3) + 1 = 4


GM Rolls:
1d100 ⇒ 49
1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15 1d6 + 1 ⇒ (1) + 1 = 2
1d100 ⇒ 6

Your attack cuts deeply into the Dwarf's chest, and he backs away quickly, bleeding profusely. Anevia fires another arrow, but the Dwarf's defensive spell protects him from harm. He casts a spell and begins to float towards a hole in the ceiling.


Expendables:
Mythic Points: 5/5 | Spell Points: 10/10 | Hypnotism(DC 18): 7/7 | Surge: 5/5
Stats:
HP: 36/36 | AC: 15 | Init +4 | Touch: 15 | Flat-Footed: 12 | CMD 16 | Fortitude +8 | Reflex +10 | Will +8
Skills:
*Acrobatics +8 | *Bluff +12 | *Diplomacy +12 (+2 to gather information) | *Disguise +10 | *Intimidate +12 | Knowledge (arcana) +5 | *Knowledge(religion) +6 | *Perception +6 | *Sleight of Hand +8 | *Stealth +8

Celia bites her lip, waiting for the perfect time then throws the dager at the dwarf.

attack: 1d20 + 4 + 1 ⇒ (2) + 4 + 1 = 7
Damage: 1d4 + 1 ⇒ (4) + 1 = 5

Spending a mythic point wild arcana

Attack: 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20
Damage: 2d6 + 1 ⇒ (6, 6) + 1 = 13


Wild Arcana for the Destruction sphere, to be exact. With the Fire Blast Augmentation.

GM Rolls:
1d100 ⇒ 36

You unleash a large gout of fire that incinerates a large chunk of the Dwarf's back. His lifeless body remains hovering in the air for a few minutes before his spell's duration expires. On his body, you find the following items.

Loot
Trail Rations x6
Small marble statue of a humanoid throwing a spear (worth 75gp)
Potion - cure light wounds
Potion - invisibility
Scroll - shocking grasp
Scroll - resist energy
MW Dagger
Light Crossbow
Bolts x10
Magic Cloak
87gp

Spellbook (sells for 160gp):
All CRB cantrips
color spray, detect secret doors, grease, mage armor, magic missile, shocking grasp, silent image
blur, fog cloud, invisibility, levitate, resist energy


Expendables:
Mythic Points: 5/5 | Spell Points: 10/10 | Hypnotism(DC 18): 7/7 | Surge: 5/5
Stats:
HP: 36/36 | AC: 15 | Init +4 | Touch: 15 | Flat-Footed: 12 | CMD 16 | Fortitude +8 | Reflex +10 | Will +8
Skills:
*Acrobatics +8 | *Bluff +12 | *Diplomacy +12 (+2 to gather information) | *Disguise +10 | *Intimidate +12 | Knowledge (arcana) +5 | *Knowledge(religion) +6 | *Perception +6 | *Sleight of Hand +8 | *Stealth +8

Celia smiles as she gets to the little pink potion and downs it before anyone else can even look at it. CLW: 1d8 + 1 ⇒ (7) + 1 = 8

She puts the loot into the backpack she found and looks at the others. "Shall we continue? Thanks for the help, Anevia." She feels quite proud of herself.


Continuing onward, the tunnel heads northward at a steep incline. Its walls are lined with numerous nooks, handholds, and dozens of iron pitons that have been driven into the walls long ago. After about 60ft, the shaft levels out and heads northwest. You follow it for approximately half an hour before it opens into a large cavern, about 70ft across. Cylindrical rock formations along the walls arch up to make a domelike chamber, but the walls and floor are riddled with cracks. At the center of the cave, a stone tower that may have reached the 50ft-high ceiling has collapsed onto its side.

Near the collapsed tower, you can see two deformed humanoids carefully digging through the rubble. Now and then, they call out, and a muffled voice in the rubble answers back. As you get closer, one of the mongrels, a tall thin creature whose face melds the features of an attractive elven man, a goat, and a lizardfolk, greets you in strangely accented, but eloquent, Common. "If your intentions are ill, we ask that you move on and leave us in peace. If they are good, then perhaps you can help, for, as you can see, misfortune has befallen us."

Speaker


Expendables:
Mythic Points: 5/5 | Spell Points: 10/10 | Hypnotism(DC 18): 7/7 | Surge: 5/5
Stats:
HP: 36/36 | AC: 15 | Init +4 | Touch: 15 | Flat-Footed: 12 | CMD 16 | Fortitude +8 | Reflex +10 | Will +8
Skills:
*Acrobatics +8 | *Bluff +12 | *Diplomacy +12 (+2 to gather information) | *Disguise +10 | *Intimidate +12 | Knowledge (arcana) +5 | *Knowledge(religion) +6 | *Perception +6 | *Sleight of Hand +8 | *Stealth +8

Celia warily steps over to them. "I shall help, if you tell me what misfortune has befallen you." She studies his movement, his weapons (if there are any) and any weak spots he looks to have.
Study target, just in case


The creature's hands end in large spadelike talons, but he's otherwise unarmed. "When the earthquake struck, this tower collapsed on us. We were able to dig ourselves out, but our friend, Crel, is still trapped under a large rock. It's quite perilously balanced, and I don't think we can move it ourselves without crushing him."

For the record, the adventure assumes you'll attempt a STR, Know(engineering), or Prof(miner) check, but more creative solutions are always an option as well. ;-)


Expendables:
Mythic Points: 5/5 | Spell Points: 10/10 | Hypnotism(DC 18): 7/7 | Surge: 5/5
Stats:
HP: 36/36 | AC: 15 | Init +4 | Touch: 15 | Flat-Footed: 12 | CMD 16 | Fortitude +8 | Reflex +10 | Will +8
Skills:
*Acrobatics +8 | *Bluff +12 | *Diplomacy +12 (+2 to gather information) | *Disguise +10 | *Intimidate +12 | Knowledge (arcana) +5 | *Knowledge(religion) +6 | *Perception +6 | *Sleight of Hand +8 | *Stealth +8

Celia carefully pushes at the rock, gently nudging it to the side to prevent more stones from collapsing in on the beast. "Could you two help me?"
STR: 1d20 ⇒ 15


GM Rolls:
1d20 + 2 ⇒ (17) + 2 = 19
1d20 + 2 ⇒ (15) + 2 = 17
1d20 + 1 ⇒ (1) + 1 = 2
1d20 + 1 ⇒ (9) + 1 = 10

Surprisingly, Horgus and Anevia move to assist as well. Anevia is almost no help, as her broken leg prevents her from exerting any lifting force on the rock. Still, between you, Horgus, and the two mongrelmen, the rock is moved enough for Crel to wriggle out.

Lann is ecstatic. "Thank you, kind strangers. You have done us a great service. We have nothing to offer in return, but you are welcome to travel with us as we return to our village. You would be our honored guests and could rest in safety."


Expendables:
Mythic Points: 5/5 | Spell Points: 10/10 | Hypnotism(DC 18): 7/7 | Surge: 5/5
Stats:
HP: 36/36 | AC: 15 | Init +4 | Touch: 15 | Flat-Footed: 12 | CMD 16 | Fortitude +8 | Reflex +10 | Will +8
Skills:
*Acrobatics +8 | *Bluff +12 | *Diplomacy +12 (+2 to gather information) | *Disguise +10 | *Intimidate +12 | Knowledge (arcana) +5 | *Knowledge(religion) +6 | *Perception +6 | *Sleight of Hand +8 | *Stealth +8

Celia smiles. "Sounds lovely. And if we can help with anything else let me know." She pats the recovered one on the back. "Welcome back."


Numerous tunnels lead out of this chamber, and the mongrelman (the main speaker's name is Lann, by the way) beckons to one of the smaller ones. You travel southwest along it for about 25min before you reach a major obstacle. A wide chasm splits the tunnel floor. The floating rock dust in the air and the groans as the tunnel walls settle indicate that the tunnel was split recently. Lann groans in dismay. "Our home isn't much farther, but what state will we find it in? We were away when the earthquakes hit."

The chasm is 10ft across, 70ft wide, and 30ft deep.You can climb around the edges of the rift, but it will be difficult. Climb or Acrobatics checks are two possible options, but don't forget that you have blind and lame companions.


Expendables:
Mythic Points: 5/5 | Spell Points: 10/10 | Hypnotism(DC 18): 7/7 | Surge: 5/5
Stats:
HP: 36/36 | AC: 15 | Init +4 | Touch: 15 | Flat-Footed: 12 | CMD 16 | Fortitude +8 | Reflex +10 | Will +8
Skills:
*Acrobatics +8 | *Bluff +12 | *Diplomacy +12 (+2 to gather information) | *Disguise +10 | *Intimidate +12 | Knowledge (arcana) +5 | *Knowledge(religion) +6 | *Perception +6 | *Sleight of Hand +8 | *Stealth +8

"Do not fret. We will be fine. Anevia, stand by the elf." When she does, she waves her hand and the two appear across the chasm. "The rest of us can jump since we are still in good health." She takes a running start and leaps over the chasm, landing solidly as if showing how it is done. Taking 10


Anevia and Aravashnial are quite disoriented by what just happened and need a few minutes to recover. Horgus starts to whine about having to traverse the chasm unaided but stops himself, realizing it's probably in his best interest to stay on your good side. The three mongrelmen, meanwhile, stare in shock at what you just did. Teleportation isn't something that's seen every day. They're too polite to say anything, though.

On the other side, the tunnel continues onward, and you travel for almost 20min before reaching a circular cavern, roughly 40ft in diameter. Thick sheets of fungus grow in the cave, and several tunnels branch off. All of these save one in the north wall lead downward; the northern one leads upward. What appear to be two dead bodies lie on the ground in the middle of the cave, next to a strange heap of ropy green fungus. Lann warns you, "We rarely travel through this cave, as it's the lair of a spore-cougher. With your help, though, we should be able to defeat it if it attacks."


Expendables:
Mythic Points: 5/5 | Spell Points: 10/10 | Hypnotism(DC 18): 7/7 | Surge: 5/5
Stats:
HP: 36/36 | AC: 15 | Init +4 | Touch: 15 | Flat-Footed: 12 | CMD 16 | Fortitude +8 | Reflex +10 | Will +8
Skills:
*Acrobatics +8 | *Bluff +12 | *Diplomacy +12 (+2 to gather information) | *Disguise +10 | *Intimidate +12 | Knowledge (arcana) +5 | *Knowledge(religion) +6 | *Perception +6 | *Sleight of Hand +8 | *Stealth +8

"Well lets be as quiet as we can and avoid those bodies. With the crazy events of today they could attack as well..." She carefully moves forward, keeping a safe distance from the bodies. stealth: 1d20 + 7 ⇒ (9) + 7 = 16
Stealth assist: 1d20 + 7 ⇒ (3) + 7 = 10

-Posted with Wayfinder


Nothing stirs as you make your way carefully through the chamber. Lann looks excited when he sees the fungus, though, and whispers, "That's the spore-cougher. I think it's finally met its end. This is a great day for our tribe!"


Expendables:
Mythic Points: 5/5 | Spell Points: 10/10 | Hypnotism(DC 18): 7/7 | Surge: 5/5
Stats:
HP: 36/36 | AC: 15 | Init +4 | Touch: 15 | Flat-Footed: 12 | CMD 16 | Fortitude +8 | Reflex +10 | Will +8
Skills:
*Acrobatics +8 | *Bluff +12 | *Diplomacy +12 (+2 to gather information) | *Disguise +10 | *Intimidate +12 | Knowledge (arcana) +5 | *Knowledge(religion) +6 | *Perception +6 | *Sleight of Hand +8 | *Stealth +8

"Don't celebrate yet, friend. We don't know exactly what is going on. Now quiet down, if it isn't dead, you will attract it."


After stealthily making your way past the bodies, you follow the tunnel for another 15min before reaching a 20ft-diameter cavern. Four mongrelmen stand guard here before a stone door. Seeing Lann, they smile. "Is good to see you, friend. We feared you'd been lost." "Not to worry, friends," Lann replies, "It was quite rough for a time, but these kind souls helped us out. They mean us no harm."

Opening the door, the guards announce, "Welcome to Neathholm." A small dark lake ripples in the center of this 200ft-wide cavern, the walls and ceiling aglow with thick sheets of luminescent fungi. In the center of the lake, over two dozen low stone buildings cluster on a rocky 100ft-wide island. Lights glow in the windows of the buildings, giving the settlement an almost welcoming look. Rafts make of mismatched planks of timber bob along the length of a crooked pier at the lake's closest shore.

Neathholm


Expendables:
Mythic Points: 5/5 | Spell Points: 10/10 | Hypnotism(DC 18): 7/7 | Surge: 5/5
Stats:
HP: 36/36 | AC: 15 | Init +4 | Touch: 15 | Flat-Footed: 12 | CMD 16 | Fortitude +8 | Reflex +10 | Will +8
Skills:
*Acrobatics +8 | *Bluff +12 | *Diplomacy +12 (+2 to gather information) | *Disguise +10 | *Intimidate +12 | Knowledge (arcana) +5 | *Knowledge(religion) +6 | *Perception +6 | *Sleight of Hand +8 | *Stealth +8

Celia takes in the sight. Not bad for a tribe of freaks. She smiles. "This is amazing! How long did it take to build? And is there food around here?" Her stomach growls.


Lann smiles. "Isn't it, though. Our tribe has lived here for several hundred years. We have food, yes, but first we must see Chief Sull. He needs to know what has happened." Lann leads the four of you to the largest building atop the cavern's central island. There, you're brought before a bloated and unpleasant-looking mongrelman with one clouded white eye. He listens intently as Lann explains what happened to his companions and how you helped in the rescue. Once the report is finished, the chief smiles at you. "Thank you very much for what you did. You are welcome here and may stay and refresh yourselves. What brings you to our underground world?"

Chief Sull


Expendables:
Mythic Points: 5/5 | Spell Points: 10/10 | Hypnotism(DC 18): 7/7 | Surge: 5/5
Stats:
HP: 36/36 | AC: 15 | Init +4 | Touch: 15 | Flat-Footed: 12 | CMD 16 | Fortitude +8 | Reflex +10 | Will +8
Skills:
*Acrobatics +8 | *Bluff +12 | *Diplomacy +12 (+2 to gather information) | *Disguise +10 | *Intimidate +12 | Knowledge (arcana) +5 | *Knowledge(religion) +6 | *Perception +6 | *Sleight of Hand +8 | *Stealth +8

Celia nods. "Thank you. There is something horrible going on on the surface. Fell through a hole created by the incident. I don't know much about it, but the others might." This guy is hideous...

-Posted with Wayfinder

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