The Forgotten God (private) (Inactive)

Game Master Whack-a-Rogue

Rhoswen's Palace


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There's no cost for it; that would just be cruel. ;-) I needed a low-powered reward to balance out Divine Inspiration.

Chimi's lost in thought for a little bit before slowly responding. "I'm guessing the shard belonged to you. Maybe someone gave it to you a long time ago or something. How'd you lose it?"


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Divine Inspiration IS pretty rocking. ...Rocking enough that I'm actually holding back on using it unless things are looking particularly bad, rather than pumping it at the start of the adventuring day. XD Divine abilities shouldn't be abused to solve every problem, and I'm following my own advice for that.

"We'd all like to know the answer to that question." The line wasn't said darkly - Iris might not have been capable of dark comments - but it was serious and thoughtful. "Is there anything else you need to view while we're here? Otherwise, I do believe it's time for us to leave."


I've noticed - and it's greatly appreciated. When I'd given it to you, I hadn't even considered your using it on yourself. It was supposed to be a flavorful way to bolster the people of Ravenmoor. ;-) That's what I get for forgetting Iris doesn't stay in one place for long. XD

Chimi shook her head. "It sounds as if this place is starting to fall apart. I'd rather get back to the library as fast as possible if that's all right with you."


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Iris nodded, then set off towards the entrance hall and the portal beyond it. They'd need to move quickly - and be ready for any problems with the return jump, for she hadn't forgotten about that - but with a little bit of fortune they'd be able to return to Chimi's home safe and sound.


With the demiplane's wards collapsing, you suffer no ill effects on the journey home, reappearing back at the menheir in the cavern under the library. The caulbourn look at you expressionlessly. "We trust you were successful? What knowledge can you share with us?"


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

"The Shard of Daylight no longer wards the area." Iris answered. "You are free to explore it, though be aware that there may still be powerful denizens within. I defeated the castle's current master, but I can't say how long the place will be unclaimed. If you wish to investigate, it might be better to hurry."


The caulbourn nod in understanding, touch the menheir, and vanish. Continuing back to the library, you find the Head Librarian, Silasni, and her (apparently cured) companions.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Casting Lesser Restoration along the way to cure her lingering Con damage.

"Chimi, why don't you give your report?" Iris suggested. The goddess was the interloper here, after all, and didn't need to butt in and steal the glory from something the girl had worked so hard on. "I think I'd like to get a bit to eat now, and I can answer any remaining questions afterwards."


Chimi begins to recount what happened in the Dark Forest as you exit the Spire. One good thing about being in a city like Kaer Maga is that there are a multitude of places to sate your hunger.

Want anything in particular? You can also take a bit of downtime before if desired. Just let me know what you're wanting to do. :-)


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Iris focused on her staff as Chimi talked. It was likely going to take the girl at least a bit of time to relay the information, and rather than eating through their own food stores, she was simply conjuring up her own. In general, Iris disliked relying on mortals for things like this, and was quite content with the simple but nourishing fare she could call up at-will.

Staff: Create Food and Water. XD As for downtime, she'd like to go shopping, then do some crafting to apply a few minor (but useful) effects to her staff. She's probably got several days worth of stuff to do in that regard, and unless something horrible happens, might give a few performances in the city as well.


The people listened intently as Chimi relayed the story, interjecting with questions as needed. When it eventually came to the matter of the Shard, the samsaran looked to you for the explanation.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

"It appeared we were searching for the same thing after all." Iris answered calmly. They probably weren't going to be happy to hear it, but... it was her soul, and they did not need it. The gods of good gave many things to mortals, but there was a limit. "What you know as the Shard of Daylight is something a little more... complex... than a mere item of magic. It was never meant for mortal hands, and is back where it belongs. However, all is not lost - you still have the place within to explore, and judging from what I saw, there is much to study and learn."


You were right - they definitely didn't look happy. "I'm afraid we're going to need a bit more than that. How was it returned to Gallowspire?" Chimi, meanwhile, gives you a complicated look, and several of the wisps around her flicker rapidly.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

"Gallowspire was not where it belonged." Iris answered calmly. Still, they had put a lot of effort into all of this, and deserved to get something that resembled an answer. "They probably felt it was a good idea to use it as a part of their system there, but things have a tendency to return to their proper place. It was never going to last - not for as long as a system like that would need something in place. The Shard of Daylight was precisely that - a shard of a much greater source of light, and not meant for mortal hands. I realize its loss is disappointing - such things always are - but that's simply how this turned out." her lips twitched into a gentle smile. "And as I said, it's hardly a complete loss. There's still a whole interesting demiplane to explore, and I think all of this can serve as an excellent learning experience for the next thing you dedicate yourselves to. It's probably best to leave it at that."

Diplomacy (Encourage them to leave it at that): 1d20 + 15 + 4 ⇒ (18) + 15 + 4 = 37


Has Paizo been weird for you? It's been up and down intermittently for me all day.

Normally, they wouldn't be satisfied with anything less than the Shard, but you DID possess a persuasiveness that most mere mortals couldn't hope to resist. Silasni started asking the Head Librarian about payment, and the resulting discussion gave you plenty of time to go about your business.

Shop away. :-)


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

They were doing maintenance today. XD Everything should be fine now, though.

Before she left, Iris placed out a few things, starting with the focus attuned to the Dark Forest. "If getting in through the portal is going to be a problem, this will help." she explained, setting the Scroll of Plane Shift down beside it. To cap it off, she added 1000 GP and set it down on the table. Together, that ought to take a lot of the bite off of what happened, and when that was done Iris finally excused herself.

Shopping!:

START: 13,079 GP, 8 SP

LOSING:
-1000 GP (Given to Library)
Subtotal: 12,079 GP, 8 SP

SELLING:
+2 Handaxe (+4153 GP)
Spine Flail (to a decent merchant) (+6654 GP)
+1 Full Plate (+1325 GP)
Cloak of Resistance +2 (+2000 GP)
Monk's Robe (+6500 GP) (Interesting item... but Iris would basically never wear such a thing. XD)
4200 GP of Simulacrum Repairing Supplies
Subtotal: 30,257 GP, 8 SP

Buying:
Crafting Materials:
-1875 GP worth (Armillary Amulet materials) [3 days - crafting this first]
-6750 GP worth (Amulet of Hidden Light materials) [9 days]
-6750 GP worth (Necklace of Adaptation materials) [9 days]
-1875 GP worth (Golembane Scarab materials) [3 days]
-2250 GP worth (Swarmbane Clasp materials) [3 days]
Wand of Cure Light Wounds (750 GP)
Subtotal and Final Result: 10,007 GP, 8 SP

*Note: As additional abilities on top of the base Necklace effect crafted onto her staff, Iris needs materials for 75% of the base price, not 50%.

I haven't actually updated her profile yet - these are my planned purchases (awaiting approval, naturally), and if nothing distracts her, she'll spend the next month or so crafting and performing.


Not that it's anywhere close to being overpowered, but what's the reason for the armillary amulet? Is that a hint on what you want to play next? ;-) All the transactions are fine, by the way.

It takes most of the rest of the day to complete all of your transactions. If you're planning to spend much time in Kaer Maga, you'll probably want to find accommodations. Fortunately, there are options aplenty in a wide variety of styles and prices.

Check the Discussion tab if you haven't for a while, by the way. :-)


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Huh, math in previous post was wrong... I might've missed the Monk's Robe. Anyway! The Amulet's not for what I want to play next - I just wanted the competence bonus to Spellcraft for future crafting purposes. XD Basically, Iris' Staff is the magic item for her. As you may have noticed, I'm currently in the middle of crafting in a variety of minor but useful effects (rather than raising its raw power - which would be doable, but kinda boring, and I don't feel like she NEEDS straight weapon bonuses right now. It's probably easier on you that way, too. o_O Point is, I really, really like the mythological idea of a specific legendary item associated with major heroes and deities. Zeus' thunderbolt, Thor's hammer, Odysseus' bow... Iris' staff. XD

It's fun in-game for me, too. I don't have a bunch of nameless, easily-exchangable trinkets identical to what I might get in another game, I have a very specific item that I can use for a wide variety of purposes. She'll fight with it, use it as a walking stick, wave it to conjure food, break ordinary curses... it's the focal point for her character, and I'm probably going to continue tinkering with it to add effects over time.

Also, I like the idea of (most) deities having a relatively low number of items. As you've probably noticed, Iris is kind of a show-off. She loves attention, she likes being pretty, and so on. Heck, I spent one mythic ability on not needing to wear armor (so she can look more like her picture), and another on being able to give great performances when she sings. I can't picture her wearing a bunch of mis-matched adventuring gear, but the game sort of expects characters to have stuff. XD Good for power, yes. Good for fashion, no. Crafting a lot of things into one item allows me to have the effects without the weird visual.

...Hence the Armillary Amulet. XD I need a good Spellcraft score to be able to craft some of the more complicated effects (a lot of which will actually be like these - basically useful trinket-level stuff). *Longer explanation than expected*

Also, it didn't show me that there was something in the Discussion Tab, or I'd have responded sooner! *Shakes fist*

The shopkeepers had had some rather amusing looks on their faces when she'd purchased so many crafting supplies (and indeed, she'd had to visit several shops), but she was fully satisfied with the purchases she'd made and promptly set about looking for a reasonably safe and secure common room at an Inn where she could rest in-between work and performing in town. Her goal with the singing was threefold (because why only do one thing with it?) - First, to make herself and others happy. Second, to earn living expenses (and while she could have afforded a much better room, she wanted to save the extra instead). Third, it was to help make another name for herself. When she finally admitted her presence to the world, she wanted people to have heard about the fantastic traveling singer. Her light would dawn - she would make it dawn - and when it finally did, she intended to make sure people all over had a positive first impression.

The next morning was when she finally got started with restoring the power of her staff.

Living Expenses: 2 SP * 27 = 54 SP = 5 GP, 4 SP.
And 27 days of Performing is... Take 10, Skill Bonus of 10, and Display of Charisma each day gives her a daily total of 40. With the bonus for amounts over 30, that's a total of 5d6 GP per-day, or 135d6 for 27 days of performances.
Income From Performing: 100d6 ⇒ (3, 6, 4, 1, 1, 3, 5, 2, 6, 6, 4, 6, 2, 5, 4, 6, 5, 2, 4, 6, 6, 4, 3, 1, 3, 6, 5, 4, 4, 5, 5, 3, 5, 5, 2, 1, 2, 4, 3, 6, 6, 5, 3, 1, 2, 2, 1, 6, 6, 1, 4, 2, 2, 4, 3, 2, 3, 1, 3, 3, 5, 2, 2, 4, 1, 5, 3, 3, 3, 6, 3, 4, 3, 6, 4, 3, 5, 5, 5, 6, 5, 4, 1, 6, 3, 6, 5, 1, 1, 2, 6, 4, 5, 2, 4, 6, 6, 3, 1, 5) = 372
Income From Performing (Part 2 because system limits): 35d6 ⇒ (3, 2, 3, 2, 5, 6, 2, 4, 2, 5, 6, 2, 2, 1, 2, 4, 6, 6, 3, 2, 3, 6, 2, 2, 3, 6, 6, 1, 3, 3, 2, 2, 5, 4, 3) = 119
Total: 491 GP. She could make very good money just staying in put for a year or two, buuuuuuut there's that little thing about being a traveler and not staying put. *Coughs* And on a more meta level, the GM really should get to control how much money the player has. The cash is actually kind of a bonus, so I'm totally fine with it if you wanna limit how much she can earn during longer downtimes. I invested in performing for fun, not for cash rewards. XD


Keep your crafting stuff separate, as there's a few things scheduled to happen during the next month.

Two days after your shopping spree, your performance is interrupted when a young man stumbles into area. "Come quickly! Things are attacking the temple of Sarenrae, and blood may spill on holy ground!"


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

That's really something for Sarenrae to deal with...

On the other hand, well, mortal asking for help. Responding to such things was kind of what deities did, and it'd be fine as long as she avoided any overt displays of power. The goddess of the dawn calmly picked up her staff and locked her door behind her, following the man towards the temple.


Iris Perception DC 20: 1d20 + 13 ⇒ (20) + 13 = 33

As you enter the temple, you see a parchment (written in Elven) attached to the door.

"Let it be known to all who worship here; the charter of the Temple of Sarenrae is revoked by order of the Ambassador Thelamandrine. None may enter, visit, chant, keep vigil, or worship here unless and until the priesthood conforms to the new practices. Those who violate this charter are subject to summary execution or removal by the forces of the Realm.
By his hand,
His Excellency Glaninin Thelamandrine,
Hidden Ambassador-In-Extraordinary of the Winter Court
to the Fey City of Kaer Maga"

The shrine is filled with a brightly glowing statue of the sun goddess, currently smeared with black shadows and shifting light. Elves in black cloaks have surrounded a priest, who stands defiant against them. Pews fill the far end of the chamber, and the priest stands under a white dome supported by eight pillars. He seems calm. "You do not belong here. I demand you leave, in the name of the Dawnflower."

"If you will not listen to the city's rightful ruler," says one of the fey, "you will pay the price." The elves all move as one, their blades striking to cut the priest down.

Knowledge(nature): 1d20 + 6 ⇒ (15) + 6 = 21
You're not exactly sure who or what these are. They have characteristics of elves, drow, and fey creatures.

Enemies

Editable map is up. Orange circle is a fire pit; gray circle things are statues.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Iris frowned slightly as she passed the notice - since when did Ambassadors have the authority to shut temples? That was usually something for a city's governing body - such as it was - or maybe a national organization. With barely a pause, she flipped her staff around and sent a burst of power spiraling out of the end of it, targeting the priest with an Aura of Peace from her staff that ought to make it much harder for anyone to attack him. There'd be no bloodshed here if she could help it.

Will DC 23 partial (technically 'negates', but there's an effect even for creatures that make the save - typo?).

She strode forward a moment later, tightly gripping her staff. "I think that's quite enough threats for one day. Who is this Glaninin Thelamandrine, and by what right does he claim the authority to command the city's temples?"


GM Rolls:
Will: 2d20 + 12 ⇒ (15, 9) + 12 = 36
Will: 1d20 + 11 ⇒ (11) + 11 = 22

The creature to your left looks at you with distaste and replies in accented common, "Your presence here is in violation if His Excellency's edict. I suggest you leave immediately."

Will DC 17: 1d20 + 16 ⇒ (9) + 16 = 25
Act as you wish. ;-)


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

"I do not recognize this Ambassador of yours as a legitimate authority within the city - nor am I aware of anyone besides the two of you who think that way. In fact, I don't even have any evidence he exists, so I see no reason whatsoever to obey any edits associated with him." He probably did exist, but that wasn't the point. One did not simply 'claim' a city like Kaer Maga and attack its inhabitants - not without resistance, at any rate. "If you really want to rule a city, you don't start by attacking the temple of the goddess who dug the Pit of Gormuz the last time she was really mad at someone." Iris brought her staff up, though she carefully avoided channeling too much divine energy into it. "Besides which, I am dearly fond of the Dawnflower, and your insult to her priest is a little too much. I give you the same suggestion you gave me - leave. Your goals are not worth your lives, and you will lose both if you continue to press this matter."

Diplomacy: 1d20 + 15 ⇒ (19) + 15 = 34


GM Rolls:
Stealth: 2d20 + 25 ⇒ (1, 13) + 25 = 39

The creatures curled their lips at you. "Your insolence has been noted and will be reported to His Excellency." As they finished speaking, they took a step back and melted away into the shadows.

Iris Perception DC 26: 1d20 + 13 ⇒ (9) + 13 = 22

They appeared to have left.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Iris considered for a moment, then tapped her staff down on the floor and summoned a sphere of Daylight to illuminate the area and chase away the shadows that the figures had darted into. "Is there anyone else in danger here?" she asked the priest, glancing over to him and keeping her guard up for now. She had no idea how many acolytes or other members of Sarenrae's faith might have been present.


As your light illuminates the interior of the temple, it appears that the creatures have left. Oddly, the shadows defacing Sarenrae's statue remain.
Knowledge(arcana or religion): 1d20 + 9 ⇒ (8) + 9 = 17
Their presence on the face of the Dawnflower is a mark of desecration that could only have been done with powerful shadow magic.

The priest and his acolyte shake their heads. The others left hours ago. We were just finishing preparations for tomorrow's service when they appeared out of nowhere. It is truly a great blessing that you arrived when you did. How can we repay you?"[/b]


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Do I know what an appropriate way to remove them would be? Iris has this... thing... about shadows trying to block the light. XD

"Resuming your work supporting Sarenrae is repayment enough." Iris answered absentmindedly as she studied the shadows. "I don't really need payment to help a friend, though I wouldn't mind if you could tell me anything you know about this Ambassador of theirs." They'd probably assume the friend in question was the one who'd brought her here, but she felt no need to elaborate on that point. Out of all the gods, Sarenrae was the one Iris had been closest to, and she'd gladly help the Everlight's followers simply because they needed it and she was there to provide.


The statues will need to be consecrated before Sarenrae's light will return to the temple. The priest and his acolytes will be able to perform the proper rituals as long as there are no deadly interruptions. Regarding this "Hidden Ambassador," he has no idea. "The notice was on the door when I arrived this morning. We thought it was some sort of new criminal gang, but those weren't creatures I've encountered before. I'm sorry; I wish I could be more help."


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

"It's fine." Iris answered thoughtfully. "Just to be safe, though, you may want to call on your allies in the city and be ready to defend the temple, just in case. I can't guarantee I'll be able to get here as quickly if they bother to come back. And... do try to get those shadows out as soon as possible. They might be trouble." Mortals really did need to defend their faith on their own most of the time. A little divine intervention could help, but if the gods did everything for them, they'd stop relying on themselves - and as a Goddess whose interests included new beginnings and taking charge of one's own life, she wouldn't support something like that. For good or for ill, they needed to step up on their own. With a nod to the priest, she stepped out of the temple, then began trying to find out more about this... Hidden Ambassador.

Diplomacy (Gather Information): 1d20 + 15 ⇒ (1) + 15 = 16 for Hours: 1d4 ⇒ 3
Bluff (Be discreet about it): 1d20 + 5 ⇒ (15) + 5 = 20


Autumn seems to have sneaked up on the city. A deepening chill hangs in the city air, and the streets are filled with fog and cold mist. A few people claim to have seen heralds in black tabards on street corners proclaiming the "Queen's Edicts." When approached, they simply disappear. Also, the plaza where you normally perform seems to have vanished.

Gathering Information is actually a DC 20 right now. Do you want to keep trying?


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

It seems rather important, so yes. XD

Gather Information: 1d20 + 15 ⇒ (18) + 15 = 33 for Hours: 1d4 ⇒ 4
Bluff (Be Discreet): 1d20 + 5 ⇒ (12) + 5 = 17

First an Ambassador, then a Queen? Very interesting indeed... more and more, this was starting to feel like fey activity, and that was going to be... interesting.


Similar edicts have been posted on the doors of all the local churches. In addition, it appears that anyone who enters a temple disappears. In other news, all the water in the city freezes solid for three hours. The staff at the establishment where your staying has had an entire batch of ale go bad. The barkeep found a note nailed to his bar stating that it was a "fine for words meant to insult and injure the city's right and proper rulers. All future brewings will suffer likewise until a sufficient apology is offered." Throughout the entire time you're gathering information, your shadow taunts your foolishness for offending the servants of the Hidden Ambassador.

You've now spent 7hrs conducting information-gathering. What are your plans for the night?


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

The first time her shadow spoke. Iris set off a Daylight to wipe it away. They were very much set on making this personal, weren't they? (It was probably a good thing that she was so forgiving.)

Her feelings on the matter were a bit complicated, really. On one hand, she supported people who tried to institute new governments to better govern themselves (which was what these fey seemed to be doing). On the other hand, they were going about it all wrong. You had to establish a legitimate claim on an area before you dictated laws, and nothing she'd seen suggested that this was the case. Fortunately, Kaer Maga was fairly independent - it was unlikely to knuckle under just because of a few prank-level issues.

For the night, return to her inn room, I think.


The next morning, you find Chimi waiting in foyer of your inn. "Please help me! I can't figure out how to get to the Library!" Looking outside, the Spire is clearly visible only a few blocks away.

If You Help:
Oddly enough, you take a wrong turn at some point on the way and end up somewhere else. Trying again, you take another wrong turn. And another. And another. And another.... (flying will have the same result)

----------------------------------------------
Later that day
A figure dressed in black and white and holding a scroll steps into the middle of the main square and gives a short speech in Elven.

<"The Moonlit King has spoken and upheld his claims, just and remembered. Once the longest night has passed, the king and queen of the Realm of Shadows shall rule the city of Kaer Maga once more, appointing a statthalter as Their Royal Highnesses see fit.

"As Hidden Ambassador to the city, I stand ready to arbitrate in the name of the Shadow Court, winter and summer, day and night. Let no scathsidhe be harmed or harassed in this city, on pain of blindness. I await your full compliance; you may petition me if the need arises.">

The fey bows once and disappears.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Iris frowned as the library became more and more inaccessible. Fey trickery, was it? Separating people and making them feel alone was certainly one way to try and overcome them.

On the other hand, it kind of defeated the purpose of having a city... even tyrants generally wanted their minions to be able to get to where they worked, and for foodstuffs to be transported around so everyone could eat.

"Well, Chimi, it appears your city is in the midst of a claim by fey lords." she mused. "I find myself very offended by their tricks with direction, though. I would be glad of your company if you'd care to help put a stop to this nonsense, but you needn't push yourself if you think it will be too much of a threat to your future."

Knowledge I Dunno, Local? How long until the longest night?: 1d20 + 6 ⇒ (7) + 6 = 13


"If I can't get to work, there isn't much for me to do all day. My ... handicap ... prevents me from really getting to know anyone, so I've always just sort of stayed at the Spire."

You know what would be a great way to learn about Hidden Ambassadors, 'longest nights,' and other such things? A well-stocked library. Maybe that's why the fey are preventing people from accessing it. The city gates also have this strange hindrance, although the new black-tabard-wearing fey guards appear to be able to let individuals in and out if they so desire.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

"You've gotten to know me." Iris pointed out. "Don't use your handicap as an excuse to stay in a comfortable shell." Sometimes, you had to be firm with mortals. It was for their own good. "Come, let's see if we can get to some of the markets. Cold iron is a great boon against the fey, and sometimes disrupts their magic - it may be a good way to bypass their barriers." At the very least, having a few pieces on-hand probably wouldn't hurt...


Chimi looks skeptical. "I don't think that'll help. Fey from the Shadow Realm aren't like the ones from the First World. They're only vulnerable to light."

The markets are open as usual, and you're able to locate them with no difficulty. Everything seems normal there - although you do see a few flyers posted. They're labeled as "Queen's Edict" and indicate a ban on cursing and other foul language. Also, making toasts is forbidden unless one first praises the Queen of Night and Magic.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Iris glanced down at her staff.

...Well.

That was going to make this easier.

"I suppose I could see if a sphere of light could get us through their barriers." she mused. There had to be some way through, after all - and if there was anything she was good at, it was bringing lots and lots of light.


Your conversation is interrupted when a shadowy creature rapidly flies from a dark alley and prepares to attack.
Knowledge(planes) DC 17: 1d20 + 9 ⇒ (8) + 9 = 17

You recognize it as a Soul Eater - an extraplanar hunter that is occasionally summoned to assassinate powerful enemies. Its claws dull its target's mind, and it can consume the souls of its victims to prevent their resurrection.

Initiative (iris): 1d20 + 9 ⇒ (7) + 9 = 16
Initiative (soul eater): 1d20 + 10 ⇒ (12) + 10 = 22
Do you have anything to increase this?


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Mmm... nope. XD Even if I max'd a surge roll, its modifier is higher.


In that case...
The soul eater flies past you, lashing out with a claw as it does.

Claw: 1d20 + 18 ⇒ (11) + 18 = 29 Damage: 1d6 + 1 ⇒ (4) + 1 = 5 WIS Damage: 1d6 ⇒ 3

It stops moving about 20ft behind you and prepares to make another pass.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

No save on the Wis damage? Eew, nasty. XD *Adds to the tracker*

Even as the creature passed, Iris reached into her internal well of power, then called a Protection From Evil spell into existence around her. The creature's blows seemed... irritatingly... accurate, and some added defense was going to be needed. And after? Well, such foul creatures had exactly no reason whatsoever to exist...

Protection From Evil: +2 AC, 50/50 rounds.


Midgard Bestiary has quite a few fun monsters. ;-)

The soul eater swooped back down on you and lashed out again as it flew past.

Claw: 1d20 + 18 ⇒ (2) + 18 = 20 Damage: 1d6 + 1 ⇒ (2) + 1 = 3 WIS Damage: 1d6 ⇒ 1

This time, though, you were able to evade it. It ended its movement 80ft away and prepared for a third pass.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Iris narrowed her eyes slightly, then backed twenty-five feet away from the abominable creature, moving to the side to break direct line of movement and prevent it from charging at her. It seemed to have a limit on its flight, and she'd be doing much better if she could force it to slow down a bit.

(Sadly, she hadn't regained the power to simply banish planar creatures. Yet. This would have to be solved another way...)


Doing anything with your Standard Action?


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Ready an attack if it gets close enough to hit me, maybe? XD Mostly trying to do positioning right now. ...Iris isn't used to things being faster than she is. XD


The soul eater silently swooped back toward you but stopped just short of your position. It's extremely fast, but your effort to avoid potential charge lanes has paid off.

And now you know that it has an 100ft Fly speed. XD


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Crackling energy ran down the sides of Iris' staff as she charged it with magic and stepped forward, whirling it around in a quick feinting motion before abruptly jabbing out with its end. Someone was quite aggressive today, and while she wasn't entirely sure who, it would probably be worth investigating... among other things, she had no intentions of leaving a city like this one in the grip of an organization that might see calling this sort of creature as a good solution to their problems...

Swift Action: Enhance Weapon with Arcane Pool, granting it a +2 enhancement bonus for one minute.
Double Attack: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21 for Damage: 1d6 + 9 + 2 + 2d6 ⇒ (4) + 9 + 2 + (1, 3) = 19
Double Attack: 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27 for Damage: 1d6 + 9 + 2 + 2d6 ⇒ (6) + 9 + 2 + (4, 1) = 22

Weapon Enhancement: 10/10. Protection From Evil: +2 AC, 48/50 rounds. +1 Dodge Bonus to AC for making a melee assault. Current AC: 28.

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