The Forgotten God (Table 2) (Inactive)

Game Master Rednal

Sevia, the Raven Queen and Keeper of Souls

Renchurch Abbey
Renchurch Cathedral


151 to 200 of 664 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

1 person marked this as a favorite.

@Tacticslion: The map is just on Imgur, so no joining Roll20 needed. ^^

@Sevia: It is squeezing, yes, and that's been factored into its stats. Animated Objects are treated as creatures for the purpose of things like Armor Class, and will take full damage from ranged attacks.


Male Agathion (Leonal) Gestalt Monk-Paladin (with bardic performance!); Mythic (dual): Archmage/Heirophant

Awesome! Thanks!


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

Do you need acrobatics to move through an enemy even if you're invisible?


Yes - but note that there will be a circumstantial penalty for trying to do so in this situation, as a large creature squeezing into a small space is significantly harder to bypass than a large creature standing out in the open.


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

Regarding the one substitution for prerequisites, can I apply that to the feats required to take Shadow Dancer? They're not particularly feats I think are going to be useful.


Sure.

(You're going to have a very long stat bar by the time this campaign is over, aren't you? XD)


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

I'm not quite sure what to do about this room. It's got an undead horse...guarding the passage? Which is blocked by some kind of cursed statue with offering plates? Is that right?


Male Agathion (Leonal) Gestalt Monk-Paladin (with bardic performance!); Mythic (dual): Archmage/Heirophant

Ooh! Oooooh! Pick me! Pick me! I know!

*waives hand in the air*

(Note: I don't, actually, know. But I have guesses if you like that sort of thing and don't mind random, nosy other folk popping up just long enough to tell you what to do..., er, uh, to give helpful guidance and suggestions, um, ah, to, eh... give a guess that they might come up with?)


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

Well I'm open to suggestions because I'm stumped.


Male Agathion (Leonal) Gestalt Monk-Paladin (with bardic performance!); Mythic (dual): Archmage/Heirophant

Ooh! Ooh!

I get to pontificate!

Hold on, I gotta do this right...


(Fe)male Half-Elf (currently) Alchemist (Vivisectionist) 2 / Oracle 2 / Ranger 2 | HP: 36/36 | AC: 18, T: 12, FF: 18 | Fort: 9, Reflex: 7, Will: 7 | CMB: +4, CMD: 18 | Init: +0 | Perception: +7 (lowlight vision, darkvision 30) | Sense Motive: +5 | MP 2/5 |

*ahem*

Better.

So! Hiiiiii~ii second-besty~!

Let's take a look at this thing:

GM Rednal wrote:
Four colonnades stretch into the far reaches of this gloomy stone chamber, supporting a flat 10-foot high ceiling. The columns are smooth and round, with octagonal bases and capitals, and are apparently carved from the surrounding rock. Immediately obvious between the two central colonnades is what appears to be the standing skeleton of a tall horse, facing away from the entrance. The bones, however, betray a strange amber-silver sheen, as if they were cast in metal. Some type of gear, possibly tack, hangs on hooks from columns on both sides of the uncanny equine. Long-burnt-out oil lamps hang from the ceiling at intervals, and the dusty floor is littered with the dried remains of flower petals. A faint floral scent still lingers here and there.
GM Rendal wrote:

As you move, you see that there are four standing skeletons within the room, hidden from the entrance behind the columns. The closest one swivels its head to look at you approach, and its teeth chatter slightly - but it doesn't actually move otherwise. They're each holding a spear and shield, and though their costly garments have frayed, their bones have been subjected to the same treatment as the horse.

The southern wall seems very basic, but the eastern wall has an eight-foot granite statue of a horse-headed god, standing with arms outstretched and holding an incredibly aged horse-hide. A bird call can be heard as you approach, and you spot a hinge on the statue, as well as numerous offering plates. More importantly, Epyon notes that divine energy resides within the statue... and desecration could bring down a curse.

The electrum-plated skeletons are still looking at you as you move to the north wall, which is decorated with a faded mural showing a brilliant white steed in the same tack you saw hanging up. The stallion is standing in front of a sarcophagus, from which a man in rich clothing has just emerged.

The western wall is covered in inscriptions - and dominated by inscriptions in the center in multiple tongues. You can read two of them (Celestial and Infernal), and they say the same thing: Thus sayeth the oracle - in death shalt thou rise up to pluck the fruits of thy deeds.

Meanwhile, the skeletons are looking increasingly agitated... though the horse seems quite bored.

GM Rednal wrote:

The mural on the northern wall (showing the horse in front of the man) does not respond... and the mouths of the standing skeletons - undead guardians, it seems - begin chattering faster and faster as their bodies begin twitching. That's quite concerning - though you are unable to identify the nature of the spell on the statue. All that's apparent is that the divine curse it contains is greater than your current ability to recognize.

"Is this tack here for a purpose? You'd think it would be on the horse already..." Rogziel notes, glancing at the stuff. As he does so, you notice him discreetly pulling out his dagger - the skeleton closest to him is looking right at him and continuing to tremble.

GM Rednal wrote:
Sadly, there don't seem to be any insights on the tack... though it might be possible to use the offering plates to actually offer something to the statue.
Rogziel wrote:
"Statue like that probably has something to do with the horse instead!"
GM Rednal wrote:
After a moment, he sheaths his weapon and looks around the room, a thoughtful expression on his face. "The hide up there looks like it matches the mural." he said, gesturing upwards with a thumb. "Think this thing is the same horse?" he glanced towards the still-standing steed.


(Fe)male Mutagenically altered half-elf (for now) Alchemist (Vivisectionist) 2 / Oracle 2 / Ranger 2 | HP: 21 | AC: 18/20/18, T: 12/14/12, FF: 18/18/18 | Fort: 9/9/11, Reflex: 7/9/7, Will: 7/5/7 | CMB: +6/+4/+4, CMD: 20/20/18 | Init: +0/+2/+0, Perception: +7/5/7 |

The correct answer is to kill it, to **** it, or to do both. Either order, really. Thus sayith I.


(Fe)male Half-Elf (currently) Alchemist (Vivisectionist) 2 / Oracle 2 / Ranger 2 | HP: 36/36 | AC: 18, T: 12, FF: 18 | Fort: 9, Reflex: 7, Will: 7 | CMB: +4, CMD: 18 | Init: +0 | Perception: +7 (lowlight vision, darkvision 30) | Sense Motive: +5 | MP 2/5 |

Ugh!

NO ONE ASKED YOU!

Ignore her, please.

Building the idea...

Okay, okay, looking at the relevant parts...

"Thus sayeth the oracle - in death shalt thou rise up to pluck the fruits of thy deeds."

There's a dead, horse, right?

(Who's the adorable li'l dead horsey! You are! Yes you are! Yessy-wessy you cute li'l- ... uh, er, sorry. Getting distracted.)

ANYway!


The horse is in the center of the room, the statue with offerings is in the middle of the eastern wall. ^^


(Fe)male Half-Elf (currently) Alchemist (Vivisectionist) 2 / Oracle 2 / Ranger 2 | HP: 36/36 | AC: 18, T: 12, FF: 18 | Fort: 9, Reflex: 7, Will: 7 | CMB: +4, CMD: 18 | Init: +0 | Perception: +7 (lowlight vision, darkvision 30) | Sense Motive: +5 | MP 2/5 |

Oh, thank you!

(Such a helpful person! How kind!)

Okay, so, dead horse, inscription that talks about being dead but rising up.

North wall: mural with a horse in front of a man coming out of a sarcophagus.

West wall: has the inscription noted above.

South wall (you entered from here): very basic.

East wall: horse-headed god and lots of offering plates.
- NOTABLE: god is holding hide, looks like the mural's horse

Middle floor: (un)dead horse!
- NOTABLE: tack (usually goes on horses as in "tack and bridle") is hooked on/strung around the columns instead of on the horse; looks like the mural's horse's tack

OTHER CONSIDERATIONS:
- a bird call was heard
- floral scent and remains of petals littered around
- lots of burnt out oil lamps

So, it seems that the horse may need one of two things to "properly" activate (which, I believe, you want to happen):
1) its hide
2) its tack

It's unknown which order (if any) it should go on, but simply taking the hide is probably a bad idea (what with the probability of curses and all).

Thus, probably something appropriate should be offered in order to release the hide.

But what?

I'm going to guess (though it could be wrong) something like the hints around the place indicate.

However, the whole point of this is to be able to use the horse to rise up to pluck the "fruits of deeds" (whatever that means).

It's possible that more clues on the nature of the horse (or this king's obsession with it) would be available to those reading the library. Further, appropriate sacrifices (or notes as to what those may be) may be noted there as well.

This is especially worth considering, as the library is literally right next to the secret door that leads here! And it's filled with weird stuff, as noted by...

That One Guy! wrote:
"I haven't interpreted very much of the writing here. Most of it's quite mad, and there's far too much of an emphasis on the king's daily life, but you never know what sort of information could be helpful someday."

... which is likely rather significant right now.

If it were me, I may well take a bit, read up on what the king did with his horse in general... including, possibly, offerings appropriate to horses or the king (if you have access to them).

(There's always the necklace and the scimitar, too, or perhaps those things on the chairs... especially if there are a number of chairs from before equal to the number of offering plates now...)

Anyway! That's all the time we have for today!

While it's not a definitive solution, it's definitely the way I'd begin to go about handling it to get more clues.

This has been your friendly extraplanar assistant, Hexy, ol' second-besty!

Here's hoping to see you later~!

Byyyyyyyeeeeeee~!

EDIT: Oh, yeah, I just wanted to point out where a few of those things are! Okies! Bye agai~n!


Male Agathion (Leonal) Gestalt Monk-Paladin (with bardic performance!); Mythic (dual): Archmage/Heirophant

(By the way, we're in area 15. That's probably obvious, but it bears thinking about in terms of the map.)

I know that's not a definitive answer, but it's certainly a way to get information! :D

I hope it helps!

(It might not. If not, consider some apologies made. They won't be, naturally, but consider them made, nonetheless. :D)


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

Have I mentioned I hate puzzles?

Well, at least that helps a little.


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

God, I am SO confused. What am I missing here? Is there somewhere I haven't searched? What was the point of the tack if putting it on the horse didn't do anything?


(Fe)male Half-Elf (currently) Alchemist (Vivisectionist) 2 / Oracle 2 / Ranger 2 | HP: 36/36 | AC: 18, T: 12, FF: 18 | Fort: 9, Reflex: 7, Will: 7 | CMB: +4, CMD: 18 | Init: +0 | Perception: +7 (lowlight vision, darkvision 30) | Sense Motive: +5 | MP 2/5 |

Do the animals maybe go on the rods? Or the rods hook together to form a sentence? Like one in the horse room?

Maybe put the hide on the horse before the tack?

Just a few thoughts.

Tah~!

(I should really charge for these services...)


You need a point in Ride to put the tack on correctly. *Actual requirement listed in the adventure* May I suggest bashing the wall down instead?


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

What are you kidding? I can't just make a Ride check?


Nope. That's actually in the adventure - it says that you don't need to make a check to put the tack on, but you do need training to do it correctly... and the training is defined as one point in Ride. Fortunately, that's not the only way through the wall. ^^


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

Am I suffering CON damage or drain?


Drain (i.e. permanent). If you'd like to pay a caster in Maheto to cure it through Restoration, the charge will be 380 GP.


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

Is it possible to use rope or mage hand to open a sarcophagus?


Rope, yes. Mage Hand, no. It's much too heavy. You'll also need to unlock the sarcophagus, which was locked separately from the trap. Or break it open, if you'd prefer.


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

According to the ghast's statblock, its stench only has a range of 10ft so shouldn't I be unaffected until it moves closer to me? And it's flat footed should be 14. Or are the stats different? 'Caus if I can't hit this thing on a roll of 17 it's basically time to gtfo.


It's a non-standard Ghast - and I didn't even have to edit it myself this time.

It was the roll of 12 that missed, though. The roll of 17 hit.


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

Still sickened though right? Okay.


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

Which door? The one for room 16 or 15?


The one into room 15. I estimate that you're near the southern wall - but you could be near the west as well, given your movement. Either works. ^^


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

Shouldn't the dagger be bypassing the grick's DR since it's magic?


I suppose, though it feels like it shouldn't... XD


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

Wait, am I still flanking?


Not anymore, no. Though you could call Rogziel for help. His arms aren't going to fly out of their sockets.

...

Probably. XD; Norvne's aura/curse is nasty.


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

Doesn't he got at least 1 other arm? :/


Yes, but a spiked chain is a two-handed weapon, and he's having enough trouble hitting things without taking the kind of penalties doing that would create... It's actually safer for you if he doesn't.


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

Yes, but...but...flanking!

Also, wth. How much hp does this Babau have???


Quote:
If you're unarmed, you don't normally threaten any squares and thus can't make attacks of opportunity.

Bit hard for that, too. Oh well! Now let's go see if you hit the demon or not...


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

Third level, I'm not quite sure what "Temperance" means. I mean, it means moderation, but what does that mean in DnD terms?

Was also wondering what qualifies to get 2nd tier mythic?

Level 3
3rd lvl feat: Extra Rouge Talent (Bleeding Attack)
Alignment: LN->LG
Virtues: Zeal, Kindness/Temperance?

Ninja3:
No Trace +1
Sneak Attack +2d6
14 Skill Points

Sorcerer3:
+1 lvl1 Spell/day
+2 lvl1 Spell Known (Identify, Mage Armor)
+1 Skill Point (Favored Class)
Metamagic Adept 1/day

Paladin1:
1d10*1.5 (15) + 4 CON = +19
Fort save +1
BAB +1
Class Skills
Detect Evil (At Will SLA)
Smite Evil 1/day
Aura of Good

Skill Point Allocation
Acrobatics +2, Bluff +1, Handle Animal +1, Intimidate +1, Knowledge (Religion, Planes, Nobility) +1 (3), Sense Motive +1, Perception +1, Ride +1, Spellcraft +1, Stealth +2, UMD +1


In gaming terms, Temperance is the difference between the Holy Pain and the Harmoniser.

The first requirement for Tier 2 mythic power: Be Level 4. My general outline for the campaign is starting with one tier, then gaining the others at level four and every even level thereafter.


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

Temperance it is!


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

Just out of curiosity, since I'd never be able to go back anyways. Was there anything actually in room 19 of the tomb? I kind of suspected I was ignoring a fight.


If you'd gone a few more steps in, you would have had to deal with a Gibbering Mouther. ^^


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

Ha. Ha. HA.

Since I know exactly what that is (fought one before - it was NOT pretty even with an 8 man party), I'm glad I dodged that bullet. So many ways that could've gone wrong for me.


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

How high up is the wizard?


At the moment, about 30 feet.


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

Wizard needs to make concentration checks for spells. 15+Spell level

Also, does Hydraulic Push knock down opponents and would that cause the wizard to fall?


Concentration: 1d20 + 11 ⇒ (15) + 11 = 26

He's good for the cast.

And no, Hydraulic Push would not cause him to fall - you might be able to push him around somewhat, but that's of limited utility against a flyer.


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

This guy is entangled so how's he keeping up with me? My move is 60, if he's using fly, his is 30 after speed penalties.

151 to 200 of 664 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / The Forgotten God (Table 2) Discussion All Messageboards

Want to post a reply? Sign in.