The Forgotten God (Table 1) (Inactive)

Game Master Rednal

Hadran, God of Valor and Knowledge
Burkhardt, God of Pacts, Pledges, and the Spirit of the Law

Deepmar Penal Colony
Dig Sita Caina


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Male Ifrit HP: 29/29 | AC: 21, T: 15, FF: 15, | Fort: 9, Reflex: 6, Will: 11 | CMB: +2, CMD: 15 | Init: +7, Perception: +7| MP: 3/5

Gazing up at the tall structure, Orithos had a wonderful idea. If the inhabitants of this fortress were of evil intent, and actual wished the village ill will, then the fortress might be a good home to start from. Still, he had no idea what lived in there, and what their intentions were. Maybe, he could even negotiate a peace between the villagers and the unknown community that cast their shadow below. Seeing no other facet to thoroughly fix a conclusion to, the fiery one figured he'd best start with the village.

"Excuse me, sir," Orithos said turning to the guide. "What name should I address you by?"


HP: 174/174(188/188 Rage) -4CHA Checks in Abyss [MP 9/9 ][LP 2/2][Rage 23/23][Perform 28/28][Trance 8/8]| AC: 24, T: 19, FF: 24 | DR 5/Evil: Pro. Evil | Fort: 19, Ref: 19, Will: 15 | CMB: +15, CMD: 26 | Init: +16, Percep: +19:

Interesting place for a fortress, wonder what it was meant to protect. So these people have seen nothing come out, but fear what may live there. I wonder how Orithos handles himself in a fight. He seems more the diplomat type. No matter, I feel a connection with him. I think he may not know what he is. I will protect him, he is my only ally at the moment.

Well Orithos. Should we head over to check things out now. It would probably help these people rest easy for the night. How are you in the night? Can you see or do you need light? Not knowing what we may face, I feel we should approach in the open. We don't want what may be there to feel threatened

Sorry guys busy weekend. Lets get a rockin


The guide tugs on his hair a bit, apparently not used to being addressed with such politeness. "I'm Walion. Just a simple fellow who lives in this town, milord." he says quietly - and though he's obviously nervous about being so close to the tower, your presences do seem to be a source of significant relief for him.


Male Ifrit HP: 29/29 | AC: 21, T: 15, FF: 15, | Fort: 9, Reflex: 6, Will: 11 | CMB: +2, CMD: 15 | Init: +7, Perception: +7| MP: 3/5

"I apologize if my presence makes you nervous. The flaming hair tends to do that to people. In any case, Hadran made a good suggestion, and we'll be back in a few. Well, maybe not a few hours. This might take longer, but when we return, the only thing I'll be asking for is a shelter where I can rest."

Turning to Hadran, "I'm ready when you are, and yes, I can see in the dark, too."


HP: 174/174(188/188 Rage) -4CHA Checks in Abyss [MP 9/9 ][LP 2/2][Rage 23/23][Perform 28/28][Trance 8/8]| AC: 24, T: 19, FF: 24 | DR 5/Evil: Pro. Evil | Fort: 19, Ref: 19, Will: 15 | CMB: +15, CMD: 26 | Init: +16, Percep: +19:

Let us go then. So we can both see in the dark, perhaps a stealth approach is in order then. Not so much in trying to hide, but no reason to be a beacon of light approaching either. Do you have a weapon? What if we meet confrontation? I will do my best to defend you, but I am only one man and I'm in quit a limiting and weakened state. I would hope we find nothing but an old abandoned fortress, but that is only a hope. Let us go then.


A few sounds can be heard from inside the tower. As you approach, they became much clearer - and a trio of dogs start barking madly as they charge towards you. The animals are thin, but clearly wild, and are apparently under the impression that you'll make a good meal. However, they do have to cross a bit of ground, meaning that none of you are caught completely off-guard.

Initiative: 1d20 + 1 ⇒ (15) + 1 = 16

If you beat their initiative, you may act immediately. The dogs are 20 feet away from you - no surprise round.


HP: 174/174(188/188 Rage) -4CHA Checks in Abyss [MP 9/9 ][LP 2/2][Rage 23/23][Perform 28/28][Trance 8/8]| AC: 24, T: 19, FF: 24 | DR 5/Evil: Pro. Evil | Fort: 19, Ref: 19, Will: 15 | CMB: +15, CMD: 26 | Init: +16, Percep: +19:

Initiative: 1d20 + 8 ⇒ (19) + 8 = 27

To battle Orithos, these mangy beast wish to make a meal out of us.

Hadran charges forth drawing his blade. He brings it to bear, before making a wide arching swing over his head bringing the flat of it against one of the dogs.

Charge Subdule Attack: 1d20 + 9 - 4 ⇒ (19) + 9 - 4 = 24
Damage: 2d6 + 9 ⇒ (3, 6) + 9 = 18

Charge Subdule Attack Confirmation: 1d20 + 9 - 4 ⇒ (8) + 9 - 4 = 13
Damage: 2d6 + 9 ⇒ (4, 2) + 9 = 15

Oops if that confirms I may have killed it on accident.


Male Ifrit HP: 29/29 | AC: 21, T: 15, FF: 15, | Fort: 9, Reflex: 6, Will: 11 | CMB: +2, CMD: 15 | Init: +7, Perception: +7| MP: 3/5

Initiative: 1d20 + 5 ⇒ (12) + 5 = 17

Keeping pace and a good amount of space on Hadran's right side, the fiery one said, "I don't know why you're trying to subdue them. They already want us to be their lunch!"

Spreading his palms open before the beasts, Orithos spoke a word of arcane, and aimed a torrent of flame so that the three would be fully engulfed, but Hadran would stay, favorably, on the left edge of the spray.

Burning Hands: 3d4 ⇒ (4, 4, 3) = 11

DC: 15 (reflex/half)


Perhaps all of that walking through the desert has kept your nerves sharp, because you're faster than the animals as they approach. Hadran's blow slays one of the animals outright, while Orithos' flames wash over the other two.

Reflex Save (Dog 2): 1d20 + 3 ⇒ (9) + 3 = 12
Reflex Save (Dog 3): 1d20 + 3 ⇒ (8) + 3 = 11

Neither dog is able to get out of the way of the flames, and their corpses hit the ground mere moments after the flames vanish. As quickly as it began, the encounter is over.

200 XP each.

It's fairly clear that the canines had nothing of interest or value on their bodies. As you continue to approach the tower, however, more details become clear. The massive hole on the east wing, where you're approaching from, has smashed much of the rest of the tower's first floor as well. The southern wing on this floor is completely caved in. The northern wing of the tower seems to have escaped the worst effects of the collapse, but rubble still litters the floor and everything is covered in a thick layer of stone dust. Thick cobwebs cloak the ceiling and hang down the walls like gossamer tapestries. A single archway stands open in the southwest wall, leading to the western wing of the tower's first floor.


HP: 174/174(188/188 Rage) -4CHA Checks in Abyss [MP 9/9 ][LP 2/2][Rage 23/23][Perform 28/28][Trance 8/8]| AC: 24, T: 19, FF: 24 | DR 5/Evil: Pro. Evil | Fort: 19, Ref: 19, Will: 15 | CMB: +15, CMD: 26 | Init: +16, Percep: +19:

Sorry Orithos, I love dogs. Even the mangy untrained ones. They were just hungry. If I could have fed them I would have, but not ourselves of course. Now lets see what is in the place.

Hadran examines the ruined tower.

A a dark and ominous archway. I would expect no less. Come my fiery companion. Lets us make safe the village.

Hadran takes point heading into the stucture.

Perception: 1d20 + 7 ⇒ (2) + 7 = 9


Male Ifrit HP: 29/29 | AC: 21, T: 15, FF: 15, | Fort: 9, Reflex: 6, Will: 11 | CMB: +2, CMD: 15 | Init: +7, Perception: +7| MP: 3/5

Quite a humble fellow this man is. I'm sure we'll get along nicely. Orithos thought to himself.

"Indeed!"

Orithos stands by Hadran to grant assistance when needed.

Perception: 1d20 + 6 ⇒ (8) + 6 = 14


There's a definite chill in the air as you step into the shadow of the tower, despite your location in the desert - and despite remaining on the lookout, you're just a few moments too slow as a glob of webbing shoots down from the ceiling and towards Hadran!

Ranged Attack vs Touch: 1d20 + 5 ⇒ (2) + 5 = 7 vs 12

He is, however, quite fortunate in his ability to react to the web before actually getting entangled by it, and the web covers the wall behind him instead. Now that it's acted, however, you can see the monster that surprised you. It's a massive spider, easily as big as either of you, hanging from a web on the ceiling. Its body tenses, ready to fire again... though if you're fast off the mark, you might be able to at least hurt it before it fires another web!

Initiative: 1d20 + 3 ⇒ (16) + 3 = 19

Also, in the future, do you want me to roll Initiative for everyone as a way of speeding things up?


HP: 174/174(188/188 Rage) -4CHA Checks in Abyss [MP 9/9 ][LP 2/2][Rage 23/23][Perform 28/28][Trance 8/8]| AC: 24, T: 19, FF: 24 | DR 5/Evil: Pro. Evil | Fort: 19, Ref: 19, Will: 15 | CMB: +15, CMD: 26 | Init: +16, Percep: +19:

Yeah that would be better, b/c if we don't beat it we wait for you to post again :) Side note I know we fightt demons and dragons and what not, but b/c they are real does the notion of fighting a spider the size of a horse or bigger freak other people out. I hate spiders so much :)

Initiative: 1d20 + 8 ⇒ (19) + 8 = 27

Damn, I have no weapons for ranged combat. Get behind me Orithos. Maybe we can get it to come down, or it will pull me to it.

Hadran takes full defense to raise touch AC to 16


Male Ifrit HP: 29/29 | AC: 21, T: 15, FF: 15, | Fort: 9, Reflex: 6, Will: 11 | CMB: +2, CMD: 15 | Init: +7, Perception: +7| MP: 3/5

Initiative: 1d20 + 5 ⇒ (6) + 5 = 11

I'm confused...do I still go since the spider and Hadran went?


HP: 174/174(188/188 Rage) -4CHA Checks in Abyss [MP 9/9 ][LP 2/2][Rage 23/23][Perform 28/28][Trance 8/8]| AC: 24, T: 19, FF: 24 | DR 5/Evil: Pro. Evil | Fort: 19, Ref: 19, Will: 15 | CMB: +15, CMD: 26 | Init: +16, Percep: +19:

No, It had a surprise round then Initiative. I went b/c I beat the 19.


The spider chittered loudly as it moved across its webs before firing another glob of webbing through the air. This time, it headed towards Orithos, angling to entrap him within it... or at least distract him and make it harder to move around freely.

Ranged Attack vs Touch: 1d20 + 5 ⇒ (9) + 5 = 14

The webbing came rather closer to hitting Orithos than it did Hadran, but it still wasn't quite enough, and the spider reared back slightly. If it had been intelligent, it might have been frustrated - but it was far from ready to give up.


HP: 174/174(188/188 Rage) -4CHA Checks in Abyss [MP 9/9 ][LP 2/2][Rage 23/23][Perform 28/28][Trance 8/8]| AC: 24, T: 19, FF: 24 | DR 5/Evil: Pro. Evil | Fort: 19, Ref: 19, Will: 15 | CMB: +15, CMD: 26 | Init: +16, Percep: +19:

Did we lose Orithos? I have been waiting on him to post. That woudl be sad if he is gone.


Male Ifrit HP: 29/29 | AC: 21, T: 15, FF: 15, | Fort: 9, Reflex: 6, Will: 11 | CMB: +2, CMD: 15 | Init: +7, Perception: +7| MP: 3/5

Hadran, it's your turn. Look at the posts.

Surprise round: You, spider
1st Round: You, spider, me...wait...

Ranged Touch Attack: 1d20 + 1d6 + 4 ⇒ (4) + (3) + 4 = 11

Orithos brings forth a litheling of flame and sends it flying toward the spider, only to miss it by a foot.


HP: 174/174(188/188 Rage) -4CHA Checks in Abyss [MP 9/9 ][LP 2/2][Rage 23/23][Perform 28/28][Trance 8/8]| AC: 24, T: 19, FF: 24 | DR 5/Evil: Pro. Evil | Fort: 19, Ref: 19, Will: 15 | CMB: +15, CMD: 26 | Init: +16, Percep: +19:

Remind me to get a ranged weapon later. Lets see if I can put this thing to sleep.

Full Round Action: Begin to cast sleep.


Noting the start of the spellcasting, the spider sent another glob of webbing through the air, trying to hold Hadran fast and interrupt it before it could be completed...

Ranged Attack vs Touch: 1d20 + 5 ⇒ (1) + 5 = 6

...And failing spectacularly, hitting the ceiling instead of anywhere near the floor as a misstep on the web tilted its body just as it was about to attack.


Male Ifrit HP: 29/29 | AC: 21, T: 15, FF: 15, | Fort: 9, Reflex: 6, Will: 11 | CMB: +2, CMD: 15 | Init: +7, Perception: +7| MP: 3/5

Ranged Touch Attack: 1d20 + 5 ⇒ (8) + 5 = 13

Orithos shoots another fiery bolt from his outstretched hands, while crouching behind Hadran for cover.

"I will need one, as well," he added.

If it lands, the damage for the fire bolt is 2d6+2


HP: 174/174(188/188 Rage) -4CHA Checks in Abyss [MP 9/9 ][LP 2/2][Rage 23/23][Perform 28/28][Trance 8/8]| AC: 24, T: 19, FF: 24 | DR 5/Evil: Pro. Evil | Fort: 19, Ref: 19, Will: 15 | CMB: +15, CMD: 26 | Init: +16, Percep: +19:

Sorry in my head I was thinking sleep spell finishes DM would take over.

Hadran's spell finishes as a small wave of energy burst over the monster. He watches to see if the beast stops moving. DC 17

Either way if the spider falls asleep or not, he will start to climb the webs to the spider.


The burst of fire shoots towards the spider - and just barely managed to strike at the edge of its shell, sending a burst of flame over its body.

damage: 2d6 + 2 ⇒ (1, 6) + 2 = 9

Moments later, a spell of sleep settles over its area...

Will Save: 1d20 + 1 ⇒ (20) + 1 = 21

...and the spider shakes it off, seeming more alert than ever before as it focuses its attention and spews webbing towards Hadran, clearly intending to try and stop his ascent before he gets close enough to be even more of a threat.

Ranged Attack vs Touch: 1d20 + 5 ⇒ (17) + 5 = 22

...And this particular glob seems like it was targeted far better than the others, spreading across Hadran's body and pinning him against the wall.

Hadran has been entangled by a Web! A DC 12 Escape Artist or Strength check will enable escape, but the Strength check will take a -6 penalty (including a circumstance penalty from being entangled while climbing).


HP: 174/174(188/188 Rage) -4CHA Checks in Abyss [MP 9/9 ][LP 2/2][Rage 23/23][Perform 28/28][Trance 8/8]| AC: 24, T: 19, FF: 24 | DR 5/Evil: Pro. Evil | Fort: 19, Ref: 19, Will: 15 | CMB: +15, CMD: 26 | Init: +16, Percep: +19:

on my turn:

Hadran attempst to bust out of the web.

Strength Check: 1d20 ⇒ 4

Well this is just humiliating. Take it down Orithos.


Male Ifrit HP: 29/29 | AC: 21, T: 15, FF: 15, | Fort: 9, Reflex: 6, Will: 11 | CMB: +2, CMD: 15 | Init: +7, Perception: +7| MP: 3/5

"I'll try," Orithos frustratedly replied.

Surged Firebolt: 1d20 + 1d6 + 5 ⇒ (3) + (6) + 5 = 14

Firebolt Damage: 2d6 + 2 ⇒ (2, 2) + 2 = 6


The bolt of fire scores a direct hit on the giant spider, and a high-pitched scream comes out of its mouth. Abandoning the upper webs, the massive arachnid leaps down to the floor and charges Orithos, snapping out with its massive mandibles in an attempt to rip open his flesh.

Attack Roll: 1d20 + 2 ⇒ (12) + 2 = 14 for Damage: 1d6 ⇒ 6

It was a powerful chomp, but apparently just a little too slow to actually hit.


HP: 174/174(188/188 Rage) -4CHA Checks in Abyss [MP 9/9 ][LP 2/2][Rage 23/23][Perform 28/28][Trance 8/8]| AC: 24, T: 19, FF: 24 | DR 5/Evil: Pro. Evil | Fort: 19, Ref: 19, Will: 15 | CMB: +15, CMD: 26 | Init: +16, Percep: +19:

Good job Orithous you angered it. Now if only I can get free.

Strength Check: 1d20 ⇒ 2

These cursed webs. I only seem to be making it worse. On your guard my friend I will be free shortly.

Hadran continues to struggle to get free.


Male Ifrit HP: 29/29 | AC: 21, T: 15, FF: 15, | Fort: 9, Reflex: 6, Will: 11 | CMB: +2, CMD: 15 | Init: +7, Perception: +7| MP: 3/5

"Sooner than shortly would be much appreciated!" Orithos yelled over the shriek of the beast.

Taking a short step away from the beast, the fiery one channeled his fear into a spell born of instinct. Unleashing his own fright into a scream, Orithos let wave after wave of pure sound wash over the giant spider.

Orithos channels mythic power into an Inspired Spell.
Orithos casts Mythic Ear-Piercing Scream.

Spell Damage: 2d8 ⇒ (6, 6) = 12
DC: 15; Dazed if the spider fails. Additionally, this spell cannot be heard by anyone other than the target, which is the spider. You're good, Hadran.


Inspired Spell does not allow you to cast the Mythic versions of spells - only their ordinary forms. Otherwise, the Mythic Spellcasting and Mythic Spell Lore options would be entirely redundant. Would you like to cast the non-mythic version of Ear-Piercing Scream or perform a different action instead?


Male Ifrit HP: 29/29 | AC: 21, T: 15, FF: 15, | Fort: 9, Reflex: 6, Will: 11 | CMB: +2, CMD: 15 | Init: +7, Perception: +7| MP: 3/5

That would be perfect.
Ear-Piercing Scream: 2d6 ⇒ (6, 6) = 12
DC: 15; half damage and no daze if successful


HP: 174/174(188/188 Rage) -4CHA Checks in Abyss [MP 9/9 ][LP 2/2][Rage 23/23][Perform 28/28][Trance 8/8]| AC: 24, T: 19, FF: 24 | DR 5/Evil: Pro. Evil | Fort: 19, Ref: 19, Will: 15 | CMB: +15, CMD: 26 | Init: +16, Percep: +19:

I think the spider still needs to go before I try again, but since my round will be busting out and moving to the thing I will try again now to move things along.

Hadran gathers his strength and tries a thrid time to break free.

Strength Check: 1d20 ⇒ 7

Damn it, maybe you should just fireball me and burn away this damn web. Keep it up Orithos. You are doing great. I will be free soon.


Whoops! I usually wait for replies from both of you before I check the thread... XD;

Fortitude: 1d20 + 4 ⇒ (4) + 4 = 8

The spider slowly wobbled back and forth... then slammed into the ground under the force of the noise, looking rather like its insides had been scrambled by the sound. Most creatures were surprisingly vulnerable to the impact force of sound waves, making it quite reliable in a pinch. If nothing else, it was enough to take this creature down.

And earn each of you 200 XP. Hadran, I'm just going to assume you work on the webs somehow until you get free.

Aside from the webs, the rest of the room seems clear - though there is what looks like an old lock-box in the corner, worn away by time and revealing 130 GP in old but usable coins. The spider doesn't seem to have been particularly interested in it, but its presence seems to have stopped anyone else from taking it since the building opened up. The way forward into the western wing looks clear, and there's a door set into the eastern wall of that room that looks to be a way forward - no other monsters seem to be inhabiting this floor.


HP: 174/174(188/188 Rage) -4CHA Checks in Abyss [MP 9/9 ][LP 2/2][Rage 23/23][Perform 28/28][Trance 8/8]| AC: 24, T: 19, FF: 24 | DR 5/Evil: Pro. Evil | Fort: 19, Ref: 19, Will: 15 | CMB: +15, CMD: 26 | Init: +16, Percep: +19:

Well done Orithos, I knew you had it in you. Thanks for protecting me. Looks like a small cache of coins here. May help us back in the city. We can pay for lodging and information now.

Hadran packs up the coins giving Orithos his share.

Lets see whats behind this door shall we.

Hadran tries to open the door.


Male Ifrit HP: 29/29 | AC: 21, T: 15, FF: 15, | Fort: 9, Reflex: 6, Will: 11 | CMB: +2, CMD: 15 | Init: +7, Perception: +7| MP: 3/5

"Thank you, kindly," Orithos replied. Having no bags on him or anything, he resigned himself to carrying around the lockbox.

Preparing another firebolt to use in case there were enemies that heard the commotion, Orithos took position to the side of Hadran for tactical advantage.


HP: 174/174(188/188 Rage) -4CHA Checks in Abyss [MP 9/9 ][LP 2/2][Rage 23/23][Perform 28/28][Trance 8/8]| AC: 24, T: 19, FF: 24 | DR 5/Evil: Pro. Evil | Fort: 19, Ref: 19, Will: 15 | CMB: +15, CMD: 26 | Init: +16, Percep: +19:

Good point Orithos, I have not bag either, but I do have lots of linen here with my desert outfit. I will fashion a bag.

Hadran will take off a cloak or a wrap. He will then cut a large square shape. After that he will cut and rip three long rope pieces. He will braid these together. He then will make small eyelets in the square piece around the edges. He will sit the gold in the middle and sinch up the rope.

Its crude but will help us carry stuff for now. We should hit up the merchant area when we get into the city. Now let us see whats behind that door.

Hadran opens the door.


The door opens easily enough, revealing one of the major features of the tower - a spiraled stone staircase going between levels. Unfortunately, it seems that ascent through the tower won't be so easy - the damage to the tower has affected this place as well, and rubble has resulted in the collapse of part of the stairways.

On the other hand... perhaps you may not be entirely thwarted by this troublesome terrain. The exterior walls of the tower are smooth, but the general collapse of the eastern wing has exposed some of the areas above, and you did see some rougher walls before. With some effort (DC 15), you could climb to at least the second floor of the building. Using the improvised rope to help you get up might also be possible, though you'd have to be very careful when making it to ensure it could hold your weight...


HP: 174/174(188/188 Rage) -4CHA Checks in Abyss [MP 9/9 ][LP 2/2][Rage 23/23][Perform 28/28][Trance 8/8]| AC: 24, T: 19, FF: 24 | DR 5/Evil: Pro. Evil | Fort: 19, Ref: 19, Will: 15 | CMB: +15, CMD: 26 | Init: +16, Percep: +19:

Well Orithos looks like we are going up the hard way. I think I can limb to the second level easy enough. What about you? I can tie some clothes together for a make shift rope, but I don't want to be naked out here.

Hadran will climb taking 10 for a 15


Male Ifrit HP: 29/29 | AC: 21, T: 15, FF: 15, | Fort: 9, Reflex: 6, Will: 11 | CMB: +2, CMD: 15 | Init: +7, Perception: +7| MP: 3/5

"Huh, this is interesting. It would seem my past life did not supply me with sufficient skills for climbing. Let's see if I can do this."

Following suit, Orithos begins his attempt to ascend along with Hadran up the rope.

Climb Check: 1d20 + 4 ⇒ (17) + 4 = 21


Strength truly can be helpful at times. You've made it to the east wing of the second floor of the tower, which serves as a landing of sorts. There are doors to the northwest and southwest, neither of which looks blocked and would allow you to continue your examination of the tower. There's another gap in the ceiling, too - it's possible to continue climbing up to the third floor by scaling the walls again.


HP: 174/174(188/188 Rage) -4CHA Checks in Abyss [MP 9/9 ][LP 2/2][Rage 23/23][Perform 28/28][Trance 8/8]| AC: 24, T: 19, FF: 24 | DR 5/Evil: Pro. Evil | Fort: 19, Ref: 19, Will: 15 | CMB: +15, CMD: 26 | Init: +16, Percep: +19:

Well looks like we can keep going up, but if we have to retreat I would prefer the path behind to be clear. Lets take a look around this floor first.

Hadran will move and open the southwest door as long as Orithos doesn't mind.


Male Ifrit HP: 29/29 | AC: 21, T: 15, FF: 15, | Fort: 9, Reflex: 6, Will: 11 | CMB: +2, CMD: 15 | Init: +7, Perception: +7| MP: 3/5

Orithos does not mind, and keeps watch behind the pair so that nothing sneaks up on them.

Perception: 1d20 + 6 ⇒ (15) + 6 = 21


Like the other rooms in the tower, this room has been built to be octagonal, but it's covered in a fair amount of dust... it doesn't seem to be used very often. However, watchfulness has its own rewards - as Orithos is able to spot a javelin concealed in the ceiling. It seems to be pointing to the space just in front of the door to the northwest (leading to the western wing from your current location in the south), but the room seems safe enough otherwise.

The trap can be disabled with a DC 20 Disable Device check. You can also roll Survival to search for more information within the chamber... or, if you'd rather not risk the trap, you could simply go around the other way.


Male Ifrit HP: 29/29 | AC: 21, T: 15, FF: 15, | Fort: 9, Reflex: 6, Will: 11 | CMB: +2, CMD: 15 | Init: +7, Perception: +7| MP: 3/5

"Hold on," Orithos whispered while placing his hand on Hadran's shoulder. Pointing up to the trap, the fiery one continued. "You wanted something to throw? Why don't we activate the trap, and I can mend the spear if it's damaged."


HP: 174/174(188/188 Rage) -4CHA Checks in Abyss [MP 9/9 ][LP 2/2][Rage 23/23][Perform 28/28][Trance 8/8]| AC: 24, T: 19, FF: 24 | DR 5/Evil: Pro. Evil | Fort: 19, Ref: 19, Will: 15 | CMB: +15, CMD: 26 | Init: +16, Percep: +19:

I can't believe your getting me to do this, but you make a good point. Well no time like the present.

Hadran will take a full defensive stance and slowly move toward where the trap is aimed. He will do his best to dodge the spear. Full Defense +4 AC.


As you approach the door, a clicking sound can be heard... and the javelin rockets out, moving much faster than most people might have expected. It was a crude trap, yes, but surprisingly well-built despite that.

Attack Roll: 1d20 + 15 ⇒ (9) + 15 = 24 for Damage: 1d6 + 2 ⇒ (3) + 2 = 5

...And for all of Hadran's reflexes and protection, the weapon still strikes him quite hard, though perhaps not as hard as it could have. With the trap being triggered, though, it seems safe to proceed through the unlocked door to the northwest.

You've obtained 1 Javelin.


HP: 174/174(188/188 Rage) -4CHA Checks in Abyss [MP 9/9 ][LP 2/2][Rage 23/23][Perform 28/28][Trance 8/8]| AC: 24, T: 19, FF: 24 | DR 5/Evil: Pro. Evil | Fort: 19, Ref: 19, Will: 15 | CMB: +15, CMD: 26 | Init: +16, Percep: +19:

Hadran rips the javelin from his shoulder.

Damn it that hurt.

He looks to Orithous holding the spear. Rage fires in his eyes for a moment as he raises the weapon.

Alright any other bright ideas oh fiery one. He laughs.

Lets put this one in the maybe leave out part when we retell our tales. Sound good? I guess its not all bad, we did manage to get a functioning javelin. Now lest see what they wanted to protect.

Hadran opens the door slowly.


Male Ifrit HP: 29/29 | AC: 21, T: 15, FF: 15, | Fort: 9, Reflex: 6, Will: 11 | CMB: +2, CMD: 15 | Init: +7, Perception: +7| MP: 3/5

Before Hadran opens the door, the fiery one raises a handle over the shoulder wound and said, "Well, there is one more thing." Orithos articulates arcane castings and casts a spell.

Cure Light Wounds: 1d8 ⇒ 5

"That should do. Now, we may continue."


Racks for weapons line the walls of this chamber; above the racks hang various shields, pieces of armor, weapons, and standards on display. Most of the racks are empty, but a few weapons remain in place. A horrible stench fills the room as well, akin to the smell of rotten eggs mixed with the reek of an open sewer.

Roll two Fortitude checks - DC 11, failure causes you to become Sickened for ten rounds.

More importantly, however, there are two small bipedal lizard-like creatures within the room... and they don't seem friendly. Knowledge (Local) to identify.

Initiative (Enemies): 1d20 + 1 ⇒ (16) + 1 = 17
Initiative (Hadran): 1d20 + 8 ⇒ (13) + 8 = 21
Initiative (Orithos): 1d20 + 5 ⇒ (16) + 5 = 21

However, they didn't seem entirely alert for danger, either, even after the javelin trap was sprung - was that ignorance or stupidity? In most cases, their reaction times would have been excellent, but they weren't quite off the mark this time around...


HP: 174/174(188/188 Rage) -4CHA Checks in Abyss [MP 9/9 ][LP 2/2][Rage 23/23][Perform 28/28][Trance 8/8]| AC: 24, T: 19, FF: 24 | DR 5/Evil: Pro. Evil | Fort: 19, Ref: 19, Will: 15 | CMB: +15, CMD: 26 | Init: +16, Percep: +19:

Thank you for the healing my friend. You should save your spells if you can. I can heal myself to an extent. Lets see whats behind here.

Hadran opens the door.

Oh my what is that stench, and what are those. On your guard Orithos. They are not friendly.

Fort: 1d20 + 11 ⇒ (3) + 11 = 14
Fort: 1d20 + 11 ⇒ (16) + 11 = 27
K.Local: 1d20 + 7 ⇒ (16) + 7 = 23

To battle!!

Attack: 1d20 + 7 ⇒ (1) + 7 = 8
Damage: 2d6 + 9 ⇒ (5, 4) + 9 = 18

Hadran strides forward drawing his blade. As he swings the massive sword over his head he steps in some filth and looses his footing. The blade swings wide, but he manages to plant it in the ground to regain his balance.


Male Ifrit HP: 29/29 | AC: 21, T: 15, FF: 15, | Fort: 9, Reflex: 6, Will: 11 | CMB: +2, CMD: 15 | Init: +7, Perception: +7| MP: 3/5

Fortitude Check: 1d20 + 6 ⇒ (20) + 6 = 26

Seeing Hadran's moment of weakness, Orithos creased a line on his brow, made a fist in his other hand, spoke a word of magic, and sent a glint of light into the creature that stood closest to the disadvantageous fighter.

Orithos uses Inspired Spell.
Orithos cast Murderous Command. DC: 15

Murderous Command:
Casting Time 1 standard action
Components V

Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration 1 round
Saving Throw Will negates; Spell Resistance yes

You give the target a mental urge to kill its nearest ally, which it obeys to the best of its ability. The target attacks its nearest ally on its next turn with a melee weapon or natural weapon. If necessary, it moves to or charges to the nearest ally in order to make this attack. If it is unable to reach its closest ally on its next turn, the target uses its turn to get as close as possible to the ally.

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