The Forgotten God (Table 2) (Inactive)

Game Master Rednal

Sevia, the Raven Queen and Keeper of Souls

Renchurch Abbey
Renchurch Cathedral


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That's the kind of thing I usually tell you after you actually go down - y'know, after you've had time to do anything else you might want to do, like cast protective spells.


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

After casting Mage Armor on herself and drawing her swords, Sevia had quickly discovered the fountain's locking mechanism. After setting each tumbler into its correct position, the passage down had exposed herself.

She wonder who though they'd be clever by installing a second secret door behind the first.

Nonetheless, she proceeded downwards in complete darkness, moving stealthily as she did.


An enormous room lies ahead, filled with dozens of family crypts decorated with family names, heraldic crests, and a variety of death-themed statuary. The walls, floor, and ceiling are made of smooth, polished stone, and the crypts are made of thick, square blocks of granite. A handful of statues stand throughout the room, though they don’t seem to be placed with any plan—some face the wall, some lie on their sides, and others are damaged beyond repair. The northwest quarter of the room is dominated almost entirely by a single large crypt. The name “Ismacco” is displayed across the front of the crypt.

Peeking through the door, you can see three large creatures moving around, and you recognize them as Otyugh - a three-legged creature, mostly made of a giant mouth, and surprisingly intelligent for such a monstrous-looking beast. However, none of these three seem entirely normal - one looks to be made of stone, the second drips acid, and the third looks to be transparent, with ice forming covering the area around it. All three of them are looking right towards the door - they seem to know exactly where you are and are merely waiting for your entrance.

New map up. You're on the other side of the southern door at the very bottom of the map.


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. That wasn't good. They knew she was there because they could smell her, and they looked pretty dangerous - she especially hoped the transparent one wasn't incorporeal. Sevia suddenly felt a lot better about retreating to recuperate for a few hours.

Well, first things first she sheathed her swords and brought out her staff, casting Shield on herself now that she knew she was going into combat. Though...that did give her an idea. If they were just waiting for her to come in to them, she figured she'd not play into their hands - err, tentacles - and do something unexpected. Instead, she drew her bow and notched an arrow. Just one surprise hit and she could let her opponent bleed out rather than fight them.

Aiming through the crack in the door she'd been looking through at the one dripping acid, she made her move, launching an arrow at it.

Attack: 1d20 + 12 ⇒ (8) + 12 = 20 vs FF Damage: 1d8 + 3d6 + 8 ⇒ (8) + (6, 2, 6) + 8 = 30 +3Bleed

And then shut the door completely, aiming to hold it closed.

Knowledge check for templates?


The acid shot through the air, towards the acid creature, and sunk in a bit - but the acid ate through the arrow even as it got close, and it didn't look like the sneak attack had actually taken effect. The beast did let out a howl, however, and began to move forward even as you shut the door. The ground rumbled slightly a moment later - and abruptly, all noise on the other side ceased.

*Rolls* The first foe has been infused with the power of earth, giving it a greater bond to the ground. It's naturally tougher than many creatures of its kind, and it likely possesses the Tremorsense attribute - in short, you're not going to be able to surprise it.

*Rolls* You know less about the acidic creature, aside from what you've already observed. However, the presence of so much acid has certainly had a profound effect on the creature - and if that arrow was anything to go by, then you'd best be very careful with your equipment around the beast.

*Rolls* You know the least about the ice creature - it did look incorporeal, though.


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

Sevia took a few seconds to think, she was a bit at a loss of how to deal with these creatures. Then she had another idea. She'd seen a door across the room, it might just be possible for her to ignore the monsters completely by getting through and barricading herself in.

Though she should probably at least prepare a contingency if she actually DID have to fight. So she stashed her bow and began to cast.

Sevia casts Mirror Image and Darkness. With mythic power: Cat's Grace, and Resist Energy (Acid)

As she completed her series of spells, she finally concluded by again calling on her powers of Invisibility and fading out of sight. Then, she flung open the door and bolted for the entrance she'd on the other side of the room.

Images: 1d4 + 1 ⇒ (3) + 1 = 4

Burn 1 ki for invisibility

Acrobatics: 1d20 + 17 ⇒ (16) + 17 = 33 If I need to move directly though an enemy to get there


Even as you moved, one of the creatures reacted - it seemed like it had already readied its attack, and the stone beast (at least) had wasn't going to be entirely fooled by invisibility. A barrage of rocks shot through the air, filling a wide spread nearly thirty feet across with flying rocks and boulders.

Bludgeoning Damage: 3d6 ⇒ (3, 6, 1) = 10 AoE Attack - no miss chance from Invisibility/Images.

The other two didn't seem quite as adept at locating you as the first one was - or, at least, didn't have those kinds of attacks. They did, however, hear the words of the first one as he(?) spoke... "She's running for the door!" It growled, pointing - and the acidic one, closest to the door, lunged forward as it attempted to sweep up everything in its path. The icy one began maneuvering behind it, but that was of less concern than the way the acidic creature's body began acting as it approached you...

The Acidic Otyugh is attempting to Engulf you - this is an ability that only requires it to move over your space, and it's being directed by the Earth-Infused Otyugh. With a DC 17 Reflex Save, you can move out of its path (and away from the door), a free movement that won't provoke an Attack of Opportunity. Alternatively, you can make an Attack of Opportunity against the creature, but you will not be able to move out of the way. Note that the Otyugh is surrounded by a pool of acid that extends ten feet from its body - at the start of each turn you're within that range, you would normally take damage, but your Resist Energy spell is strong enough to completely prevent that effect from harming you.


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

Reflex: 1d20 + 24 ⇒ (2) + 24 = 26 And barely avoid screwing myself with a natural 1

'Damned' As she watched the rocky one point her out and the acidic one charge at her, she knew there wouldn't be enough time to get the door open. Still, it would've taken some awfully bad luck for something so slow and lumbering to actually catch her, as she deftly dodged to the side as the Otyugh slapped into the door frame. 'Hell, with any luck, the acid will break the door down for me' she thought as she channeled some positive energy to recover her health.

LoH: 1d6 ⇒ 2

Does the creature's acid eat the door?

What did seem obvious though, was that the stone Otyugh was going to be a pain in her neck - she'd have to deal with it.

Rushing back towards the creature, and maneuvering to put it in between her and the other two, she drew her swords and hacked at it with her new Adamantine blade. Oh, he knew where she was, but even tremorsense wouldn't help him guard against an invisible attack.

Attack: 1d20 + 14 + 2 ⇒ (7) + 14 + 2 = 23 vs FF Damage: 4d6 + 10 ⇒ (3, 5, 3, 4) + 10 = 25 +3 Bleed If it can bleed

HP:91 7/8 1st spells 4/6 2nd spells 7/8 Ki 6/7 LoH 5/7 MP AC:32 currently


No, the acid isn't eating through the door. Probably because it's stone and the creature isn't actively trying to melt it.

The weapon sunk into the monster's hide, though there was no sign of bleeding - and, more problematically, the attack rendered you (and your images) visible to the three beasts. The earthen one was the first to act, drawing strength from the ground as it lashed out with its mouth and both tendrils. The ground pulsed slightly as it moved, and the creature reacted in time with that.

Bite: 1d20 + 18 ⇒ (5) + 18 = 23
Tentacle: 1d20 + 14 ⇒ (17) + 14 = 31
Tentacle: 1d20 + 14 ⇒ (12) + 14 = 26

None of the attacks hit you, but one came dangerously close - and it did manage to rip through one of your mirror images. Meanwhile, the acidic Otyugh remained in front of the door, using its body to block it, while the icy one quite literally ran forward, easily maneuvering over the objects in its way and bringing an aura of bitter cold with it as it approached.

Cold Damage: 2d6 - 5 ⇒ (6, 5) - 5 = 6 Taking your Resist Cold attribute into account.


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 I wouldn't give for some teleportation magic' Sevia thought idly as icy cold crept over her, more than her natural constitution could handle. She lashed back at the stone creature with her adamantine blade, hoping to injure it further before she retreated.

Attack: 1d20 + 14 ⇒ (5) + 14 = 19 vs AC Damage: 1d6 + 9 ⇒ (1) + 9 = 10

As soon as she completed her attack, she faded into the shadows, withdrawing deeper into the tomb, opposite the way she'd entered. She was hoping the beast's tremorsense had a limited range that she could exploit to attack from the shadows.


As a note, TFG is so far off from the expectations of the game that I tend to adjust things on the fly - the more encounters and challenges you bypass through things like invisibility and teleportation, the harder each one will become in order to maintain the sense of overcoming a real hurdle. ^^ You generally won't be able to face bosses with full resources - and if you do manage it, expect them to become significantly nastier foes.

The blade managed to sink into the creature's flesh, cutting further into its rocky hide but not managing to kill it. The Otyugh simply turned as you moved, clearly paying attention to where you were going.

"Hah! Little flesh-morsel, you really think you can run?" the creature growled, sinking into the stone and vanishing as it burrowed down. That didn't seem to affect its ability to talk, though, as the frosty one began to move, following the directions given to it. It may not have been very good at physically striking you, but to be quite honest, it didn't actually need to hit you - just get close enough for its freezing aura to begin wearing you down. Its only action now was running, and the room was small enough that it could reach just about anywhere.

Cold Damage: 2d6 - 5 ⇒ (4, 6) - 5 = 5


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, apparently there was no avoiding it, she'd just have to trade blows with this thing until she'd finally felled the damned beast. Drawing on her lightning fast speed again, Sevia darted back towards the stone Otyugh. At least she was leaving this ice otyugh so hamstrung as to be unable to do anything!

Her blade struck out at the beast, before following up with a second series of blows. Hopefully which would hurt that damned thing enough to kill it.

Fleet Charge: 1d20 + 14 + 4 ⇒ (5) + 14 + 4 = 23 vs FF Damage: 4d6 + 10 ⇒ (4, 6, 4, 2) + 10 = 26 Adamantine
Attack: 1d20 + 14 - 2 ⇒ (4) + 14 - 2 = 16 vs AC Damage: 1d6 + 10 ⇒ (4) + 10 = 14
Attack: 1d20 + 14 - 2 ⇒ (8) + 14 - 2 = 20 vs AC Damage: 1d6 + 9 ⇒ (6) + 9 = 15 Adamantine

And despite any counter attack, continued swinging wildly at her foes.

Attack: 1d20 + 14 - 2 ⇒ (18) + 14 - 2 = 30 vs AC Damage: 1d6 + 9 ⇒ (2) + 9 = 11 Adamantine
Confirm: 1d20 + 14 - 2 ⇒ (5) + 14 - 2 = 17 Damage: 1d6 + 9 ⇒ (3) + 9 = 12
Attack: 1d20 + 14 - 2 ⇒ (18) + 14 - 2 = 30 vs AC Damage: 1d6 + 10 ⇒ (4) + 10 = 14
Confirm: 1d20 + 14 - 2 ⇒ (6) + 14 - 2 = 18 Damage: 1d6 + 10 ⇒ (3) + 10 = 13

If the stone otyugh is dead, Sevia uses ki to go invisible, if he isn't she uses Ki to attack him. If he dies before the two potential crits, she targets any other otyugh near her.

Attack: 1d20 + 14 - 2 ⇒ (10) + 14 - 2 = 22 vs AC Damage: 1d6 + 9 ⇒ (5) + 9 = 14 Adamantine

HP:80 6/8 Ki 4/7 MP


The stone Otyugh burrowed into the stone and vanished underground, with no opening behind it - you can't see it or strike it with a normal swing of your weapon. Would you like to use those rolls against a different opponent or take a different course of action?


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

/Sigh, I did not see that. I'd like to wait one or two rounds and see if the Stone Otyugh shows up and then attack him doing the same thing. If he pops up within 5ft Fleet Charge is instead a Ki attack


I'm... going to interpret that liberally and assume that you're moving around enough to not let the icy one get a full series of attacks against you. XD Also, assume two rounds moving - what are the remaining durations of your boosts?

The acidic Otyugh remained by the door, watching the fight and determinedly serving as a physical wall to block passage further in - though at least it wasn't actively seeking to attack you. In a way, that made it much less of a problem. The frosty Otyugh was a larger issue, as it continued to run after you and bring with it a chilly aura that was slowly starting to wear you down - a little flame might go a long ways towards putting it out of your misery, or at least starting to wear it down. Alternatively, your enchanted weapon could at least hit it, though that might be more difficult than a full assault.

Cold Damage: 2d6 - 5 ⇒ (2, 4) - 5 = 1
Cold Damage: 2d6 - 5 ⇒ (5, 6) - 5 = 6

There's no sign of the stone beast aside from a number of rumbles. It seems like it might be trying to catch you, but you're moving faster than it can burrow, and it might just be content to remain within the stone and direct its companion. That would make the icy beast your first target - unless you have something else in mind, of course. For example, the Shadow Anchor spell could probably bind the frosty foe away from you for a few rounds, at least giving you time to catch your breath and perhaps try eliminating the acidic one. You might be at greater risk of cold damage, but it's at least a possibility.


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

No, I will wait for it to come to me. On the rounds preceding my attack - Sevia takes the Total Defense action (raising my AC up to 38 AC - My TC is 34 vs incorporeal attacks) Even if the Ice Otyugh gets full attacks on me, it still has 50% miss chance. Buffs are minutes per level, invisibility is 5 rounds (so 3 rounds expire if it doesn't show up)


As you wish.

Guided by the instructions of the creature below, the frosty Otyugh shot through your space, ice flickering out through its body as it passed by you.

Fortitude: 1d20 + 18 ⇒ (2) + 18 = 20

Your natural resilience almost faltered, but barely managed to work up the energy to resist the biting chill of the creature's body as it passed by you.

Cold Damage: 6d6 ⇒ (6, 4, 1, 3, 6, 2) = 22 Fort Save halves damage to 11, then Energy Resistance brings it down to 6.

However, that was almost a secondary concern as the ground beneath you abruptly vanished and the earthen Otyugh shot upwards, its mouth already surrounding you...

Grapple: 1d20 + 23 ⇒ (18) + 23 = 41

...and snapping shut around you. It didn't seem like it could actually swallow you whole - not yet, at least - but it probably wasn't going to be long before its teeth began grinding away at you.


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

Sevia had expected the beast to return to the surface to attack her, but not like that. And unfortunately, she did not think there would be a good chance of her escaping. She'd need to kill the beast herself.

Sevia attacks. 19 vs FF (taking into account grapple penalties) and 24 damage with her adamantine weapon. Also burns a ki point for invisibility again at the end of her attack.


The strike of the weapon bit deeply through the monster's flesh, and its body shook, but its jaw remained tightly clamped shut despite the blood pouring out of its wounds - it was indeed a rocky creature, but it possessed flesh as well, and your darkvision was making it clear that you'd managed to badly tear up its insides.

On the other hand, invisibility didn't do much when you were inside the dark confines of a creature's mouth... and it simply bit down as its body continued to shake.

Bite Damage: 1d8 + 6 ⇒ (2) + 6 = 8


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

Sevia winced as the creature continued to try to eat her, damned thing was painful - though she'd had much worse. And it seemed like she was hurting it a lot more than it was hurting her. Which of course she took great pleasure in continuing to skewer its insides, teach it to try to eat something holding onto swords.

Attack: 1d20 + 14 - 4 ⇒ (15) + 14 - 4 = 25 vs FF Damage: 4d6 + 8 ⇒ (3, 5, 1, 5) + 8 = 22 Adamantine
Attack: 1d20 + 14 - 6 ⇒ (12) + 14 - 6 = 20 vs FF/AC? Damage: 1d6 + 8 ⇒ (3) + 8 = 11 SA: 3d6 + 1 ⇒ (5, 2, 3) + 1 = 11

If still alive
Ki Attack: 1d20 + 14 - 6 ⇒ (14) + 14 - 6 = 22 vs FF/AC? Damage: 1d6 + 7 ⇒ (4) + 7 = 11 SA: 3d6 + 1 ⇒ (5, 4, 3) + 1 = 13 Adamantine

HP:80-1-6-6-8=59


The first attack was the only one needed to cause the creature to scream and be still, its body going limp as you viciously tore up its insides. That removed the immediate threat - and with the director gone, the frosty Otyugh ought to be far easier to evade or slaughter - but it soon became clear what the rumbling you'd felt was. The rocky creature had burrowed down through the stone while holding you in its mouth, and its movement wasn't the sort that left a conveniently open tunnel behind it. In short, aside from the small pocket of space created by the creature's body, you're enclosed underground - and this might be a good time to get creative, because you could be in a lot of trouble if you're down here for long...


...And that's what seems to be the case, as the ground is too thick and too hard to be broken apart very quickly even by your immense strength. The hole wasn't very big to start with, either, and the air soon becomes stale. There are some fates even the gods cannot avoid, and your vision finally goes dark. There's no way of knowing how much time passed, but the flow of life in your body eventually ceases.

------

In a world with so much magic, there are beings who have died more than once. However, death itself is not so easily forgotten by any soul that experiences it, even the soul of a god. The first thing you see is the infinite universe spreading out beyond you as your soul is pulled away from the Material Plane. Ahead of you, close and yet unreachable, is an impossibly tall tower - and the lights of uncountable souls flow alongside you, each heading to the place of judgment. There is a purity, there - a sense of purpose, of completeness, and of the universe functioning the way it was intended. It is neither lawful nor chaotic, good or evil... it simply is, and you catch one glimpse of a figure whose greatness surpasses the ability of a mortal to comprehend.

And then your journey ceases. The souls of other beings flow unimpeded through the aether. Some of them shine with the radiance of goodly folk, others are tarnished and corrupted, while most seem to be somewhere between. After a moment of watching, you abruptly begin to move once more. If you had gone back, it might have been a sign of someone resurrecting your corpse. If it had been forward, it would only be the natural course of things. This movement is different.

Wrapped around one of your feet is a skeletal hand, attached to an arm of impossible length. You don't even know the word to describe how many joints it have, but the arm pulls you away from the tunnel heading towards the Boneyard, and away from the edges of all the planes. The pulling motion begins to go faster and faster, until you're pulled through a void between Abaddon and the Abyss. Another figure can be seen, there - a cloaked figure atop a horse, who begins to ride towards you as you pass... only to stop, then turn around and ride back towards his throne. The descent continues, past planes unknown to the minds of beings as weak as mortals, constantly speeding up...

Until everything stops. After an uncountable time spent pulled through the reaches of space, you find yourself flat on your face, lying on a cool floor of some kind. As you raise your head, a figure comes into view. Twin skulls dangle from her ears, even as a ragged black cloak billows out behind her. In one of her hands is a scythe - and even the faintest glance at it sends an unquenchable wave of terror through you. Despite all of this, however, she seems welcoming... and very amused.

"Hello, Sevia, my little sister. I was wondering when you'd find your way here. Did you enjoy my handiwork?" One of her earrings slowly turns around, and on the back of it, you can see a recognizable symbol - a skull surrounded by a spiral galaxy, just the same as the holy symbol you picked up before.


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

It seemed fate could often be cruel, perhaps if she'd been able to recover more of her arcane power, Sevia would've been able to overcome the challenge presented to her. She did after all know a wide variety of spells. But with only her physical strength available, and she was not all that strong, it was only a matter it time until she collapsed.

Thus she found herself in the river of souls. Perhaps if she'd been a few thousand years younger she would've foolishly tried to swim away, but she knew that would accomplish nothing. She seemingly resigned herself to that flow, knowing not what she would find of herself after reaching the Boneyard...maybe she'd meet with Aroden, or perhaps she'd be reborn as a planar being?

But then she felt herself unpleasantly yanked from the river of souls. For a moment, she felt sheer terror at the thought of some mortal having found her body and attempted to turn her into an undead abomination...yet she quickly realized something different was occurring. She could see, feel the planes of existence around her as she slid between them...heading somewhere. She did not know where.

And then, everything changed. She was looking at a floor. She...felt cold? Sevia knelt up and looked at her hand...how was she corporeal again? Looking up, she saw the only figure who could be responsible. If she were mortal, or perhaps a more conservative god, she might've blushed at her choice of apparel.

What she instead focused on, was what the girl said as Sevia stood up. "You...are not Sarenrae." She said rather bluntly, and almost totally beside the point. Yet the girl had called her sister, and she knew of none save for the mistress of the sun whom could lay claim to the term. "I do recognize that symbol though...who are you that calls me sister?" she asked, her tone neither accusatory, but without suspicion.


"Why, I'm Death, of course." she said, grinning widely. "Though please, don't confuse me with Pharasma. She's only responsible for one reality right now, and I'm taking care of... rather more." Something about her seems oddly warm and inviting - and after a moment, the reason clicks into place for you. Like most deities, those who rule death can manifest in a variety of different ways - some prefer cold bones and chills to signify the absoluteness of the grave, while others appear as both living and dead to highlight the transition. This goddess, on the other hand, seems to have chosen to manifest the idea of "the sweet embrace of Death" - welcoming the souls sent to her and giving them some kind of comfort.

"If you have questions, now's a good time to ask. There are some things you'll have to find out on your own, of course, but I will tell you as much as I can." She rested her chin on one hand as she watched you, clearly inviting you to speak.


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 know Pharasma." Sevia deadpanned, almost insulted the woman would think she would confuse her with her old herald. She doubted Pharasma could ever muster up a grin so wide. "Still, a Goddess related to the concept of Death? I could guess that just by looking at you. What that doesn't tell me is whom you are. Or why you think us sisters. As far as I know there is only the one, my opposite, Sarenrae..." Sevia said as she looked around, trying to take in the area around her and figure out where she was, as unlikely as it was she would be able to. Looking back to the Goddess before her, Sevia frowned in confusion, not quite sure what to make of her. A large part of her memories forgotten she could accept, but she did at least recall the most important and fundamental memories which had shaped her - and she did not recall this goddess, so who was she? "And me the junior? Surely you know how old I am?" Sevia quipped with a raised eyebrow - she was as old as mortal life itself and the concept of death.


The goddess - if that was even the right word - held out one hand. Above it blossomed a familiar shape: that of a spiral galaxy. However, as it twisted around in the air, the point of view began to dive 'in' as the outer parts vanished in order to keep it at the same size. More and more edges appeared as it went, clarifying one thing: the spiral wasn't just a spiral. It might be more accurate to call it a fractal galaxy.

"Your reality is only a part of the journey of souls." she explained as the fractal dive continued above her hand. "They enter it to be enriched, and when it is their time, they move on. Some will be reborn within the same reality, some will move on to other universes on their layer, while the few that have developed enough move deeper in. You can think of this as a resting place of sorts, where those souls with especially powerful attachments wait for their companions to arrive before they continue on. I also manage the souls of dead gods from a number of realities - those who seek to return and watch over mortals, as well as those who move on. You are diminished enough that you wouldn't normally come here on your own, but I didn't think it was quite time for you and your... herald... to meet once more."


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

Ah, that explained things - alternate realities. This wasn't just a little known god, it was a god not native to Golarion at all, which explained why she never could find anyone who ever recognized that symbol. "Hmm...is that so? For what reason have you brought me here then? And why have you interfered with me? Not just by removing my soul from the River...you lead those cultists to my tomb to wake me up, and killed the one afterwards." Sevia recalled Zanaver and Pridan, not sure what to make of their part in this seemingly grander plan. "What is your intent?"


"It is so. As I said, I didn't think it was time for you and Pharasma to meet each other again. You are far too weak to defend yourself from the attention that meeting would garner, and meeting Achaekek in person soon after would do you no good. As for why you are here..." she clutched the illusion, dismissing it with a touch. "Your betrayer came to me, asking me to wipe the knowledge of your existence from their reality - to make you not just a dead god, but a forgotten one, since it was quite possible that you could come back otherwise. They seemed to be under the impression that your soul was here instead of on a mortal world, and I saw no need to correct their error." Her amusement was easy to see. "It's quite dangerous to forget those who aren't dead, and I do hope you'll show them the error of their ways. What you do with yourself is up to you, and you will someday arrive here for a more permanent stay, but that time isn't now... nor will it be until at least the end of your universe, possibly long beyond. Should you perish in the world above, I'll see to it that you're returned to life... and someone twisted fate in a way they shouldn't have, so I won't charge you this time." she paused for just a moment, considering.

"Still, two can play that game. The foe you will soon face has been filled with numerous dark enchantments - if left unchecked, he will turn the entire nation into a mire populated only by the undead. You cannot exploit his weaknesses so easily, but you are carrying a tool that can be used to cut apart his armor. Destroy that, and you will find him much easier to hit... but he will still be very deadly. Do not underestimate him, do not expect that you can simply hide from him and strike from the shadows, and do not think you can run away. If you do not take him seriously, he will destroy you - he has the powers of an antipaladin and a cleric, augmented by his undead nature, and is very resistant to any magic that can be resisted. If you believe you'll need help, I am willing to... make things a little easier for you. After all, I did hurt you by taking away your sources of information before, so it's only fair that I also offer some aid in compensation."


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

Would've posted yesterday but Paizo's website was down

Sevia's brows knitted together as the unknown goddess spoke, clearly revealing that she was in fact phased by that information. She'd suspected that the knowledge of her had been scoured from Golarion, but now she had confirmation - and that confirmation bit at her, a gnawing irritation that her glory, and all her duty, would not have even been left over. It wounded her pride in a way she found intolerable.

The information of this dark necromancer was at least the more pertinent, making concrete the threat she'd already been trying to gauge. The way she spoke of this being she made him sound on par with Tar Baphon. Though she imagined his return could hardly be heralded by such mystery - the tyrant had been rather direct as she recalled.

"I am not one to turn my nose up at whatever help you're willing to give me. Especially when you've outlined just how dangerous my inevitable foe is. I assume when you speak of the tool I carry, you refer to my adamantine blade? The more you can tell me about him the better, his capabilities, his allies...more importantly I desire to know his identity and which god he serves." Sevia asked, her palm reaching out and clenching into a fist as if to communicate her desire to crush this abomination. She of course expected this would be her fight alone, even at the height of its power Taldor had barely defeated the necromancer king of ustalav, the crippled country she had seen so far was practically a babe in the woods.

"As for my betrayer, you can be assured I will take great pleasure in reminding them I still exist when the time comes for me to confront them." Sevia said ominously.


I'd noticed. XD Weather-related power problems, according to Twitter, and I can believe it. I'm not actually -that- far from their offices.

"Metals from the stars are quite nice, aren't they? At least, they are in realms where a certain degree of mundane nature can be expected. Move along far enough and what you think is all that really matters - your own Maelstrom is an excellent example of that."

She quietly began to stroll about the area. "The Cult of Nature's Cataclysm seeks to hasten the advance of Groetus, and to ultimately destroy your reality before the proper time. They do not grasp the full impact of their actions, and a much larger game is being played here - but their reasons are ultimately less important than their actions, at least for you. They have imbued the corpse of the priest you killed with layers of foul magics and brought him back as a dread ghoul, a lesser lord of the undead. When he realizes he's in trouble, he will certainly seek to smite you with his god's power. You don't want him to be in full possession of his defenses when he does that - he'd become near-impossible for you to strike, and his actions have already been supernaturally hastened. Your annihilating blow might work, but only if you could weaken his physical resistance first - else it's far too likely to be a waste of your power."

She rested her scythe over her shoulder. "He is also guarded by a horde of skeletal soldiers. Individually, they are not powerful, and I don't expect you to have much trouble destroying them... but they will try to harry you, occupy your time, and prevent you from freely moving about the battlefield. In the meantime, your foe may relentlessly channel energy throughout the battlefield instead of engaging in direct combat with you. The farther away from him you are, the safer you'll be. Make no mistake on that - the cult has spent many years preparing this attack, and indeed, it is the very reason for their existence. You are the only one with the opportunity to stop him before he is able to put his plans into action. All you need now is a weapon to do it with."

She flicked her hand through the air, and the scythe spun around before stopping in the air right in front of you, then shrinking and shifting into the form of a dagger. "I am not overly fond of those who seek to overturn fate in the name of harming others. This will help you kill him... though I will be taking it back as soon as you're done."

Death's Blade:
This deadly scythe has shifted forms into a dagger that fits unnervingly well within your hand, but the edge still seems so sharp that it could almost cut reality itself if you move the blade wrong...

This weapon functions as a +5 Adamantine Dagger, with a reserve of 10 Legendary Power that you have access to under the Flexible Bond rules. You can use the Foe-Biting and Unstoppable Strike traits (see here). The base damage of the dagger is 2d6 + 5 (counting its enhancements), and it threatens a critical strike on a natural roll of 19-20. The multiplier is x4 - neither the threat range nor the multiplier can be altered by your powers or abilities. Against foes other than the upcoming boss, this weapon functions as a normal +1 Adamantine dagger without access to its special powers. Death's Blade is a major artifact - it never suffers hit point damage and cannot be broken or destroyed.


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

The priest? Ah. Him, that begged the question who had the power to do such a thing, obviously a very experienced cleric, or something else even? The implications were disturbing enough. As long as she struck him down though, that would be enough for now. Already she was going over the god's advice and information in her mind and thinking of how to approach this tactically. The element of surprise was going to be absolutely crucial - if she could just manage that the fight would be hers; but that was a dangerous prospect to rest the battle on. She should at least come with a backup plan.

"Of course. This is an exceptional circumstance, so it is enough just to use it for this task." Sevia nodded, tentatively reaching out to grasp the dagger in her hand and taking it, examining it a little before giving it a tentative swing. The weapon was almost overpowering just to handle. "Thank you for lending it to me, and for your help." Then, she placed it within her wrist sheath, securing the potent dagger within an easily concealed, and importantly, quickly reachable place. "Will you at least tell me your name before we part?" Sevia asked, regarding the other god.


"I have already given you my name." she said, a faint smile tugging on her lips. "Who I am is what I am - one of the Deaths of universes." She waved one hand, gesturing towards the air, and a pile of bones rose up from the ground to form a tall arch. An image shimmered into view, looking into the chamber at the bottom of the stairs, just before where you'd died. A pile of familiar-looking items was stacked neatly just inside, apparently having been retrieved from underground while you were visiting here.


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

Whether or not the girl was being honest with her was at the moment beyond Sevia, she doubt she'd figure out for a very long time. But it perhaps didn't matter. She had much more immediate goals, and longer term goals after that. "Of course, then...as one Goddess of Death to another." Sevia gave a nod of the head to her, before turning around and deftly marching through the arch.

She recognized where this was...just beyond that door was the area she'd encountered the Otyughs - though they'd be one short now. And there was her gear waiting for her - which she promptly donned once more before drawing one of her wakizashis in her off hand and Death's Blade with the other.

Using her ki to turn invisible, she entered the room, scanning to check for the other otyughs if they still remained.


The acidic Otyugh lay in the eastern corner of the room in a pool of its own acid, clearly asleep. The frosty, insubstantial one is floating in the air closer to the door leading forward, but not right in front of it. Its aura, however, does seem to be reaching out far enough to chill the air in that area. The important thing is that neither seems to be aware of you.

In case it hadn't been made clear, you're at full HP - though you haven't technically 'rested', so abilities aren't recharged.


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

Are my spells at least still up?

Well, without them aware of her, and given the stone Otyugh was dead, she saw no reason to engage either. At least before her impending confrontation with the dread ghoul - they could be eliminated later after she'd vanquished the stronger foe.

Carefully, Sevia moved through the room towards the door, keeping an eye on the ice otyugh. She was probably going to have to endure its frigid aura, but her natural hardiness would keep the worst away. Creeping up to the door, she reached forward to open it, quickly stepping in and closing it back up to avoid the otyughs.

Sevia approaches the door with a move, and waits, then a round later opens, 5ft steps, and closes the door. Taking 10 on Stealth for a 48


No, they're not. You're technically in a new body, and death typically breaks active effects.

Cold Damage: 2d6 - 5 ⇒ (3, 5) - 5 = 3

A biting chill catches you as you work the door, but you seem to have slipped past the beasts. As you turn around, however, it's made quite clear that you're not exactly alone in this chamber... there are six humanoids and two derro in here, and several of them seem to have noticed the movement of the door. You only have moments to decide what to do, though at least you have the time to examine the area.

A grand crypt stretches toward the room’s ceiling and two large, copper braziers flank its impressive floor-to-ceiling doors. At the building’s base, a faceless statue holds a gibbous moon aloft. Ornate carvings decorate the walls inside the Ismacco crypt, creating several stylized burial niches. Tall, marbled pillars stretch to the 20-foot-high ceiling, creating three alcoves that hold massive oak sarcophagi. At the rear of the chamber, stairs ascend into a basilica-like dome. A musty smell permeates the chamber, and several dozen torches burn brightly in wall sconces throughout the crypt.

Map updated. This area is well lit.


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

Okay. Well, if I'd known that I would've at least recast Mage Armor and Shield before then, so is it fine if those spells are up?

Looking left and right, she saw what appeared to be a plethora of enemies. The derro she of course knew were working with the cultists, and that these ones didn't appear to be captive simply pointed to their being said cultists themselves. Still, remembering how the derros had employed slaves, it would be safer to at least focus on the derros first.

She briefly considered simply attempting to sneak past them as she'd done with the Otyughs, but that would be bad for her if they'd followed her to the undead Darilio. Best to dispatch them here.

Besides, she could always cast a Darkness spell afterwards and finish the others at her leisure should they prove to be hostile.

Initiative: 1d20 + 11 ⇒ (14) + 11 = 25

Surprise Round?

Advancing on the derro in front of her, she drew one of her swords and Death's Blade, stabbing the derro directly.

Attack: 1d20 + 16 + 2 ⇒ (4) + 16 + 2 = 22 vs FF Damage: 4d6 + 13 ⇒ (3, 5, 3, 3) + 13 = 27 +3 Bleed

Before stepping towards the other, sword and dagger slicing into him.

Round1
Attack: 1d20 + 16 - 2 ⇒ (17) + 16 - 2 = 31 vs FF Damage: 4d6 + 13 ⇒ (6, 3, 5, 5) + 13 = 32 +3 Bleed
Attack: 1d20 + 12 - 2 ⇒ (16) + 12 - 2 = 26 vs FF Damage: 4d6 + 9 ⇒ (1, 4, 6, 3) + 9 = 23


Considering what you've learned about your foe, are you sure you want to re-cast those spells now? If so, yes, we can treat those as having been cast again. Sounds reasonable enough to me.

Initiative: 1d20 + 5 ⇒ (14) + 5 = 19

They were fairly quick on their feet, but as you blinked through the air, the derro were already dying. That just left the six humanoid cultists - half-orcs, now that you have the chance to see them - within the room... and perhaps not recognizing the danger they were in, they raised their weapons and darted forward, five of them managing to get around you while the sixth held back. Four were actually flanking you, and their heavy flails crashed through the air in an attempt to batter down your defenses.

Flail Attack: 1d20 + 10 ⇒ (13) + 10 = 23
Flail Attack: 1d20 + 10 ⇒ (12) + 10 = 22
Flail Attack: 1d20 + 10 ⇒ (1) + 10 = 11
Flail Attack: 1d20 + 10 ⇒ (7) + 10 = 17
Flail Attack: 1d20 + 8 ⇒ (18) + 8 = 26 Dangerous if you didn't have your spells up, I suppose, less-threatening if you cast them.


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

Umm...yes? Why wouldn't I want AC?

Half-orcs...a Darkness spell would be useless against them. But still, they didn't seem particularly skilled. Her magic defenses more than augmented herself enough to avoid being hit by them.

She on the other hand, whipped out with her own blades at the one nearest to the wall next to her, aiming to kill him and move into his place to put her back to the wall and deny them an easy way to flank her.

Sevia is going to TWF full attack for awhile, she takes 5ft steps to try to get against a wall if she can.

Attack: 1d20 + 12 - 2 ⇒ (4) + 12 - 2 = 14 vs AC Damage: 1d6 + 8 ⇒ (2) + 8 = 10
Attack: 1d20 + 16 - 2 ⇒ (17) + 16 - 2 = 31 vs AC Damage: 1d4 + 12 ⇒ (2) + 12 = 14

Attack: 1d20 + 12 - 2 ⇒ (4) + 12 - 2 = 14 vs AC Damage: 1d6 + 8 ⇒ (6) + 8 = 14
Attack: 1d20 + 16 - 2 ⇒ (11) + 16 - 2 = 25 vs AC Damage: 1d4 + 12 ⇒ (3) + 12 = 15

Attack: 1d20 + 12 - 2 ⇒ (15) + 12 - 2 = 25 vs AC Damage: 1d6 + 8 ⇒ (1) + 8 = 9
Attack: 1d20 + 16 - 2 ⇒ (9) + 16 - 2 = 23 vs AC Damage: 1d4 + 12 ⇒ (2) + 12 = 14

Attack: 1d20 + 12 - 2 ⇒ (18) + 12 - 2 = 28 vs AC Damage: 1d6 + 8 ⇒ (3) + 8 = 11
Confirm: 1d20 + 12 - 2 ⇒ (19) + 12 - 2 = 29 Damage: 1d6 + 8 ⇒ (5) + 8 = 13
Attack: 1d20 + 16 - 2 ⇒ (6) + 16 - 2 = 20 vs AC Damage: 1d6 + 8 ⇒ (1) + 8 = 9

Attack: 1d20 + 12 - 2 ⇒ (16) + 12 - 2 = 26 vs AC Damage: 1d6 + 8 ⇒ (2) + 8 = 10
Attack: 1d20 + 16 - 2 ⇒ (19) + 16 - 2 = 33 vs AC Damage: 1d4 + 12 ⇒ (1) + 12 = 13
Confirm: 1d20 + 16 - 2 ⇒ (16) + 16 - 2 = 30 Damage: 1d4 + 12 ⇒ (3) + 12 = 15


*Shrugs* As said, it's your choice. XD

The first of your blows missed, though the second managed to dig into the fighter. Unfortunately, they'd already boxed you in, and the one blow wasn't enough to drop him...

Combat:
Flail Attack: 1d20 + 10 ⇒ (4) + 10 = 14
Flail Attack: 1d20 + 10 ⇒ (9) + 10 = 19
Flail Attack: 1d20 + 10 ⇒ (12) + 10 = 22
Flail Attack: 1d20 + 10 ⇒ (5) + 10 = 15
Flail Attack: 1d20 + 8 ⇒ (6) + 8 = 14

All of their flailing attacks missed - but you did manage to slay the first of the thugs with your second retaliatory blow, and the last stepped in to fill his place.

Flail Attack: 1d20 + 10 ⇒ (8) + 10 = 18
Flail Attack: 1d20 + 10 ⇒ (9) + 10 = 19
Flail Attack: 1d20 + 10 ⇒ (17) + 10 = 27
Flail Attack: 1d20 + 10 ⇒ (10) + 10 = 20
Flail Attack: 1d20 + 8 ⇒ (20) + 8 = 28 for Damage: 1d10 + 4 ⇒ (8) + 4 = 12
Crit Confirm: 1d20 + 8 ⇒ (15) + 8 = 23

One of the thugs managed to smash his weapon into you, but the others weren't quite so lucky, and your blades cut into the offender. That wasn't enough to drop him, however, and emboldened by his success, they continued their assault.

Flail Attack: 1d20 + 10 ⇒ (19) + 10 = 29
Flail Attack: 1d20 + 10 ⇒ (12) + 10 = 22
Flail Attack: 1d20 + 10 ⇒ (5) + 10 = 15
Flail Attack: 1d20 + 10 ⇒ (11) + 10 = 21
Flail Attack: 1d20 + 8 ⇒ (19) + 8 = 27

With a critical blow, you managed to kill the wounded, then strike a blow at the next opponent as well.

Flail Attack: 1d20 + 10 ⇒ (15) + 10 = 25
Flail Attack: 1d20 + 10 ⇒ (10) + 10 = 20
Flail Attack: 1d20 + 10 ⇒ (16) + 10 = 26
Flail Attack: 1d20 + 10 ⇒ (13) + 10 = 23

None of them managed to strike - but your followup attack slew another of them, leaving just three to pound away at you.

Flail Attack: 1d20 + 10 ⇒ (9) + 10 = 19
Flail Attack: 1d20 + 10 ⇒ (5) + 10 = 15
Flail Attack: 1d20 + 8 ⇒ (15) + 8 = 23

Results: 3 dead half-orcs, three healthy ones, and 12 damage to you.


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

Though one managed to get exceptionally lucky as he managed to slam his mace into her right arm, nothing else was getting past her defenses. Probably a good thing, she'd need to conserve most of her effort for later.

Attack: 1d20 + 12 - 2 ⇒ (1) + 12 - 2 = 11 vs AC Damage: 1d6 + 8 ⇒ (1) + 8 = 9
Attack: 1d20 + 15 - 2 ⇒ (13) + 15 - 2 = 26 vs AC Damage: 1d4 + 12 ⇒ (3) + 12 = 15

Attack: 1d20 + 12 - 2 ⇒ (1) + 12 - 2 = 11 vs AC Damage: 1d6 + 8 ⇒ (6) + 8 = 14 /sigh really?
Attack: 1d20 + 15 - 2 ⇒ (13) + 15 - 2 = 26 vs AC Damage: 1d4 + 12 ⇒ (3) + 12 = 15

After a few swings though, it was apparent that the attack had hurt her arm badly enough to totally foul any of her attacks with it. Luckily the dagger remained as deadly as ever.

Attack: 1d20 + 12 - 2 ⇒ (9) + 12 - 2 = 19 vs AC Damage: 1d6 + 8 ⇒ (4) + 8 = 12
Attack: 1d20 + 15 - 2 ⇒ (15) + 15 - 2 = 28 vs AC Damage: 1d4 + 12 ⇒ (2) + 12 = 14

Attack: 1d20 + 12 - 2 ⇒ (2) + 12 - 2 = 12 vs AC Damage: 1d6 + 8 ⇒ (4) + 8 = 12
Attack: 1d20 + 15 - 2 ⇒ (14) + 15 - 2 = 27 vs AC Damage: 1d4 + 12 ⇒ (4) + 12 = 16

Attack: 1d20 + 12 - 2 ⇒ (20) + 12 - 2 = 30 vs AC Damage: 1d6 + 8 ⇒ (3) + 8 = 11
Confirm: 1d20 + 12 - 2 ⇒ (16) + 12 - 2 = 26 Damage: 1d6 + 8 ⇒ (1) + 8 = 9
Attack: 1d20 + 15 - 2 ⇒ (7) + 15 - 2 = 20 vs AC Damage: 1d4 + 12 ⇒ (4) + 12 = 16


The brutal melee continued, and only one of your attacks managed to strike - yet the retaliation was immediate...

Combat:
Flail Attack: 1d20 + 10 ⇒ (9) + 10 = 19
Flail Attack: 1d20 + 10 ⇒ (3) + 10 = 13
Flail Attack: 1d20 + 8 ⇒ (3) + 8 = 11

...if ineffectual, and your followup strike sufficed to take down another of the fanatical cultists.

Flail Attack: 1d20 + 10 ⇒ (13) + 10 = 23
Flail Attack: 1d20 + 10 ⇒ (15) + 10 = 25

That left two, equally unable to land reliable blows, and your two strikes managed to seriously injure one of the remaining warriors. It wasn't enough to kill him, though, and they began to fight with increasingly desperate moves.

Flail Attack: 1d20 + 10 ⇒ (10) + 10 = 20
Flail Attack: 1d20 + 10 ⇒ (8) + 10 = 18

The first of your counters missed, the second struck, and then there was one. "Haaaaahahahahahahaha!"

Flail Attack: 1d20 + 8 ⇒ (6) + 8 = 14

His strike missed, and his laughter turned into a gurgle as your weapon slit his throat, leaving the area clear.

Results: Enemies dead, no further damage to you. 1200 XP for the group.

With no further foes within this chamber, it seems like it's safe to proceed down the steps at the far side of the room. Unless you'd like to do something else first, of course.


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

With the last of her foes dead, Sevia sheathed her blades after recovering the life points from her wakizashi, surveying the carnage before her as she cast Infernal Healing upon herself. Spending the minute it would take for the spell to take effect to quickly search the bodies of the dead for anything that might be useful.

After the spell ended, Sevia once again proceeded forward, heading down the stairs.

HP: 97 5/8 1st spells 4/6 2nd spells 7/8 ki 4/7 mp 5/7 loh 0/10 staff charges - Take 10 on stealth and perception as usual.


Several ornate burial niches adorn the passage walls. In the passage’s southwest corner, shattered niches reveal a massive set of iron double doors. An image carved on the doors depicts a dispassionate figure holding a gibbous moon. Even from here, however, you can feel a malevolent force behind the doors - once you go inside, you may not be able to leave until you've done what you came here to do.

Map updated. For reference, I've added a green dot to mark your entrance to the room.


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

It looked as though this were the final door to her fate, Sevia shivered slightly as she felt the malevolence inside as if it were manifest. Such was the strength she gathered of the necromantic powers. Moving up to the door, Sevia at least checked quietly if it were locked or trapped and disabled such devices, before deciding to cast further magical enhancements, as well as expend a use of Lay On Hands.

Take 10 on Perception, Disable Device, and Stealth interacting with the door

First casting Blur from her mythic energy, then Darkness, then Mirror Image, before finally drawing out her scroll of Cat's Grace. Though she no doubt suspected all her enemies possessed Darkvision, even the best of eyes could not actually discern her location without light if she truly took effort to hide herself. After casting Cat's Grace from the scroll and drawing her weapons - Death's Blade and her Wakizashi - she reached forward to open the door.

Duration of spells= Mage Armor (Hours) Shield (6~ Minutes) Blur (6&1/2~ Minutes) Darkness, Mirror Image (5~ Minutes) Cat's Grace (3 Minutes)

LoH: 1d6 ⇒ 5

Images: 1d4 + 1 ⇒ (4) + 1 = 5

Not sure if opening the door is a part of a surprise round here. By the way, assume I make an appraise or similar check to determine what type of armor Darilio is wearing when I see him

Initiative: 1d20 + 13 ⇒ (18) + 13 = 31 If I am seriously beat on Initiative here, I'll use Mythic surge to boost it if it's close enough to make a difference.
Surge: 1d6 ⇒ 5

AC: 32 HP: 99 5/8 1st spells 2/6 2nd spells 7/8 ki 3/7 mp (or 2/7 if I need to surge) 4/7 loh


Death was not joking when she said he was supernaturally hastened - no need to spend that MP. Also, map updated.

The door was pushed open, and in the moments before those inside were able to react, you were at least able to glance around the room. Lining the walls were ten skeletons armed with battered scimitars - among the most basic of undead foes, something you could easily tell with the slightest glance. Darilio himself was another matter entirely - his body had decayed, far faster than it probably should have, and he was now wearing what looked to be full plate armor. Clutched in one hand was a Mardu - a shield with two curving blades that could also be used as a weapon, though he didn't seem to be in possession of any additional instruments of pain. Of course, the many natural attacks of a powerful undead could be quite deadly on their own, so perhaps he saw no need for them. Neither of his defensive items seemed to be made of rare or particularly tough materials, nor did they have the telltale glow of enchantments.

The undead cleric roared as he saw you, lurching upwards. "YOU! he bellowed, clearly not prevented from seeing you by the darkness spell.

Initiative: 1d20 + 32 ⇒ (13) + 32 = 45/25

He slammed a hand against the wall, and one of the panels flashed - ten feet behind you, a heavy gate fell down from the ceiling to block the way back, even as his undead lurched to life. His reaction time could only be described as supernaturally fast - in fact, very few beings in the world had any real chance of keeping up with that... but that wasn't the same as saying nobody could, and you weren't dragging your feet. Death's Blade pulsed with desire as the undead moved - it had a purpose in existing, and sought nothing more than to fulfill that role. All that was left was to see if you could properly slay this foe...


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

Damnation, she thought she'd just about had him. But clearly he was even faster than she could've ever imagined. Clearly she'd need to rely on her defenses to whether her initial attack. The clang of the gate falling down behind her did not concern her too heavily. She would not have stepped through the door in the first place if she wasn't resolved to do what needed to be done.

Spend 1 ki for invisibility

"Yes...me!" Sevia smirked, as did each blurry copy of her. Then, in the next instant - she vanished, darting forward at her foe and past the totally off guard skeletons. Dealing a surprise blow against Darilio was her first priority. An instant later, she reappeared next to him, back to the wall, Death's Blade striking out at him.

Sunder(No AoO/Invisible): 1d20 + 18 + 2 ⇒ (8) + 18 + 2 = 28 vs CMD-Dex Damage: 1d4 + 3d6 + 15 ⇒ (2) + (5, 2, 6) + 15 = 30 Bypass Hardness - Spend 1 legendary power to use Foe Biting to deal 60 points of damage to the armor. More than enough to destroy mundane plate.
Surge: 1d6 ⇒ 6 If necessary

On my next turn I'll smite him (increasing my AC vs him by 5, and full attack him

Attack: 1d20 + 18 - 2 + 6 ⇒ (17) + 18 - 2 + 6 = 39 vs AC Damage: 1d4 + 14 + 6 ⇒ (3) + 14 + 6 = 23 Foe Biting +23 damage
Attack: 1d20 + 14 - 2 + 6 ⇒ (15) + 14 - 2 + 6 = 33 vs AC Damage: 1d6 + 10 + 3 ⇒ (4) + 10 + 3 = 17


After you passed by, the skeletons crowded the hall behind you, forming into a mass to prevent easy retreat. Meanwhile, your weapon did dig into his armor...

And for future reference, objects are not vulnerable to sneak attacks.

...and while it didn't entirely destroy the armor, it was enough to break it and at least render him more vulnerable. He brought one hand up a moment later, chanting quickly...

Defensive Casting: 1d20 + 15 ⇒ (9) + 15 = 24

...and a burst of energy swept out from him. It was recognizable as a spell he'd cast before, one that would negate invisibility within the area. Before you could react, however, the undead unleashed a full barrage of attacks.

Bite: 1d20 + 14 ⇒ (1) + 14 = 15
Claw: 1d20 + 13 ⇒ (8) + 13 = 21
Claw: 1d20 + 13 ⇒ (3) + 13 = 16
Slam: 1d20 + 13 ⇒ (4) + 13 = 17
Slam: 1d20 + 13 ⇒ (13) + 13 = 26

Through some quirk of fortune, he failed to strike you with the blows - and, in fact, failed to even rip away at your mirror images.

Both of your followup attacks managed to sink into his body and rip away at his flesh, and he howled in primal fury. As your smite settled over him, though, he responded in kind - and the blackest power surged out from him, crashing into you as he focused his own energies.

Bite: 1d20 + 22 ⇒ (4) + 22 = 26
Claw: 1d20 + 21 ⇒ (7) + 21 = 28
Claw: 1d20 + 21 ⇒ (4) + 21 = 25
Slam: 1d20 + 21 ⇒ (7) + 21 = 28
Slam: 1d20 + 21 ⇒ (11) + 21 = 32

He was clearly growing frustrated, however, and focused his energies inward instead.

Defensive Casting: 1d20 + 12 ⇒ (16) + 12 = 28

A moment later, he opened his mouth wide and spewed out a mass of black tentacles that surged forward, whipping through the air until they felt you and rapidly working to entangle you.

Grapple Check (not affected by Mirror Image): 1d20 + 23 ⇒ (4) + 23 = 27

Hmm... I think some of your boosts might actually be pushing your CMD high enough to help you avoid that. XD Might wanna double-check the numbers and be sure. Either way, it looks like your preparations are mostly working... very nice!


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

Where does it say that objects are immune to precision damage? They are immune only to energy damage and critical hits according to the relevant entry

Truly her opponent was a frightening blur, not only lashing out with several attacks, but spells as well. And he was moving so quickly she had not the time to prevent any of his casting. Though it luckily seemed at least that even with his enhancements he still had a difficult time hitting her.

His mass of black tentacles flailed impotently as she nimbly dodged outside their grasp. Replying back with strikes of her own...

Also I think such an attack is affected by Blur

Attack: 1d20 + 18 - 2 + 6 ⇒ (1) + 18 - 2 + 6 = 23 vs AC Damage: 1d4 + 14 + 3 ⇒ (1) + 14 + 3 = 18
Attack: 1d20 + 14 - 2 + 6 ⇒ (5) + 14 - 2 + 6 = 23 vs AC Damage: 1d6 + 10 + 3 ⇒ (4) + 10 + 3 = 17
Ki Attack: 1d20 + 18 - 2 + 6 ⇒ (11) + 18 - 2 + 6 = 33 vs AC Damage: 1d4 + 14 + 3 ⇒ (1) + 14 + 3 = 18

Though she found him incredibly more difficult to hit that time. Thinking instead to try a feint, aiming to misdirect him momentarily while she maneuvered Death's Dagger to attack him while he wasn't looking.

Feint: 1d20 + 14 ⇒ (10) + 14 = 24 vs 10+BAB+WIS
Ki Attack: 1d20 + 18 + 6 ⇒ (10) + 18 + 6 = 34 vs FF Damage: 1d4 + 3d6 + 15 + 3 ⇒ (3) + (4, 1, 2) + 15 + 3 = 28 +3Bleed Foe-Biting +28

5/8 ki 7/10 legendary power


I said immune to sneak attacks, not immune to precision damage. Sneak Attack notes that it can only work when a target is flanked (which doesn't exactly work for solid, immobile objects) or when it's denied a dexterity bonus (objects don't have ability scores). In short, you can't create the situation where sneak attack is allowed... not unless you start doing something really weird, anyway. XD If you turned armor into a living creature and THEN sneak attacked it, that would probably work... and be pretty freaky for whoever was wearing it, too.

The first two normal strikes failed to strike the undead - only the last of them managed to gouge a hit through his armor, and he quickly retaliated with the tentacles as they swept through the air again.

1d20 + 23 ⇒ (6) + 23 = 29

The tentacles are able to initiate grapples on their own, and have a separate CMB calculation, independent of the character using them - they're also blind, so they're unaffected by illusions. Incidentally, losing the ability to perform a bite attack isn't specifically called out in the spell, but I'm ruling that in - it's clearly implied. XD

Your luck had held thus far, and the tentacles couldn't quite manage to grab you even as they flicked through the air. Negative energy surged around one of his claws a moment later as he lashed out, and though the other attacks followed suit, it was clear that one of them had much more force than the others.

Claw (Charged): 1d20 + 21 ⇒ (18) + 21 = 39 Blur Miss: 1d100 ⇒ 53 Near Miss - destroys an image.
Claw: 1d20 + 21 ⇒ (13) + 21 = 34 Near Miss - destroys an image.
Slam: 1d20 + 21 ⇒ (18) + 21 = 39 Blur Miss: 1d100 ⇒ 77 Near Miss - destroys an image.
Slam: 1d20 + 21 ⇒ (19) + 21 = 40 Blur Miss: 1d100 ⇒ 23 Image: 1d2 ⇒ 2

The undead warrior ripped through your defenses, muffled sounds of rage heard from behind the tentacles that were still spewing out of his mouth, and...

That feint roll isn't enough to be successful, but success isn't totally out of reach. Did you want to try using a Mythic Surge, or just leave it be and attack normally?

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