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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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 walked forward with Fhanys and the other girl, walking into the building. "Quite the understatement. As I recall, you described this 'fostering' a quaint little tradition of your town's yes? Imagine my shock when I discover the truth." Sevia said, indicating the girl she'd rescued, now at least with some clothes. "Do you honestly expect me to believe you knew nothing of this?" Sevia asked, walking forward and handing over Cassius' journal.


The Mayor took the journal, opened it up, and started reading. Every now and then, he flipped through several pages. "Do you believe that I am ignorant of what one man, to whom I am not related, did a number of generations ago, in a place I have never visited, when those things were intentionally concealed from the world? I should hope the answer is obvious." he glanced over the top of the journal for a moment. "If there were secrets and this is not some forgery, I suspect they died with our head priest. He is dead, yes? Perhaps you should ask his spirit for questions. I understand some clerics in the Capital can do that sort of thing."


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

"For generations, little girls from this town have been taken by your church and are never seen, nor heard of again, and you do not suspect something sinister is being conducted in your town? In Ustalav of all places? You never considered asking higher authorities from the Capital to investigate?" Sevia asked, her tone carrying the obvious implication she found his actions to either be willful ignorance or incompetence. "Well, I suppose that will not be an issue. I have already done so. As for Albor, he is most certainly dead - I attempted to disarm him with an Enchantment, but his infection rendered him immune; I then tried physically subduing him though that merely caused the infection to accelerate and...kill him. Considering nothing remains of his body it would take nothing less than True Resurrection to restore him, and Speak With Dead will not work without a corpse. His son Evard is likewise dead, although he had two others with him who's bodies might be reachable. What of the other clergy, will they not do?" Sevia asked with a posed look, before suddenly raising her eyebrows in realization.

"If you were truly adamant about it...you could speak with Cassius Undiomede himself. His body was preserved underneath his estate with the Neighbors." Sevia elaborated.


"That would be interesting, though I doubt he'd be too cooperative." the Mayor noted. "As for the other clergy, I realize outsiders often view Ustalav as little more than one giant conspiracy full of dark and nasty secrets everyone except outsiders is fully informed of... but if things were honestly that widespread, everyone outside our land would know about them as well."


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

"Did Albor have any other family? It is likely they might know something. As would his cohort, a giantess in his employ - she fled the scene. You could speak with the girl I rescued, but you will find what she has suffered left little intact - mentally or physically. Aside from that - Cassius' journal made it clear that the home of these creatures is located under the Tern Rocks..." Sevia paused in thought for a moment before. "Now that I recall, I did happen to meet an inventor on my way here named Horace Croon who was trying to build a ship to travel underwater, you might see him about getting down there."

By the way what items did I get from those caves?


You asked if Make Whole would work - I answered in the affirmative. I don't believe you ever actually cast the spell, though, and on general principle I try to avoid assuming you expended limited resources - like spells - unless you specifically say you're doing it. ^^

"No other family - his wife died a few years ago." the Mayor explained. "As for Croon... is he still working on things? Bah, the village boys keep bothering him no matter how often we tell him off. I wouldn't send him down alone, though - I doubt the Neighbors would be too welcoming to an uninvited guest..." his face darkened slightly. "Assuming they're still there."


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 just anted to know what I grabbed, like were they swords or some other kind of items? Also wasn't there a magical helmet?

"Well, I have communicated my findings on the matter. The disappearances should cease now without the Order taking children or covering up the deaths of townsfolk - as it happens they merely lacked an understanding what they were dealing with. Should anyone else become infected a simple Cure Disease spell will heal them, which my followers can prepare if needed. I never confirmed where the slugspawn originated but I suspected the skum - you call them 'the neighbors,' may have had a hand in it, their leader seemed to have been driven insane by the same creature which afflicted the girl." Sevia finished, seemingly satisfied with her explanation.


There was a magical helmet, yes. The other item is a broken, one-handed axe.

The Mayor simply nodded, then took out a bag that jingled and jangled from a locked safe on the wall. "Well, you've done what was asked, and I seem to recall promising you some gold - the Mayor of Illmarsh keeps his promises." he said as he offered the sack to you.

4000 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

Spellcraft: 1d20 + 15 ⇒ (4) + 15 = 19 on the helmet

Sevia accepted the payment, grasping the sack and stowing it away in her haversack. "Thank you. But what of the Neighbors who remain? And the members of the Order? The situation is not resolved. I imagine Caliphas shall dispatch someone to come here and investigate this disturbance."


Despite a fairly thorough attempt and expertise in the magical arts, you're unable to identify the properties of the helm.

Meanwhile - giving you a slightly odd look as you stared at a helmet in the middle of a conversation - the Mayor just blinked. "We can't make any decision on those who remain until they know what's happening. I have the men from the Order in custody, and they won't be causing trouble anymore - can't, really, with their leader gone. As for the Capital, you might be surprised by how little interest they have in small towns without so much as a drop of aristocratic blood flowing around. As long as the taxes get paid on time, they simply don't care much."


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 have seen many mortal governments, few would ignore accusations of demon worshiping and disappearance epidemics. Keep the journal, someone will surely come by to read it. How long will you wait before making a decision about the skum? I have no intention of dawdling here longer than necessary - but I am worried about what they intend to do..." Sevia said, frowning as she failed to discern what the helmet was and resolved to ask Fhanys later to have a go at it.


"That depends. Are you willing to examine their base? We certainly can't say that this situation is resolved yet. What happened to them? Why have they not responded to the summons? We've had an usually high number of reports of the Watcher in the Bay as well. We've seen what happened, but we still don't know why."


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 raised her eyebrow. "I told you, their leader went insane. Literally. Exposure to the...creature they captured does that." Sevia gestured to the woman...she really needed to give her a name. "He was killing his underlings before I showed up. That is why they stopped answering you...come to think of it though I have no idea how they could have captured it...another mystery I suppose. Very well, I can see about finding their home and determining what has happened to the rest though. But what is this 'Watcher in the Bay'?"


"Oh, that? That’s an old superstition that’s been around for years. Probably every port has one — some sea monster that lives out in the deeps and only gets seen by folks out alone at night or when they’re drunk, never when there are witnesses around. I suppose with the downturn lately, people figure the Watcher must have something to do with it. The uptick is probably just folk being nervous, but more rumors aren't what this town needs right now." He grimaced slightly.

Sense Motive (You): 1d20 + 16 ⇒ (15) + 16 = 31

As far as your considerable abilities in sensing the truth can tell, he's being completely honest with you. He doesn't believe there's anything there.


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 didn't believe it, even if he did. She knew better that such legends never materialized. "Very well, if that is all. I will take my leave then and see what can be discovered...I will need my weapons back of course." Sevia said.

After giving her farewell and collecting her gear, Sevia took her leave with Fhanys and the girl. "Well...that was more constructive than I expected...new plan...get to the Tern Rocks. Would you mind taking a look at this helmet and seeing if it might be useful?" Sevia said, offering the magic item to her companion. "I am reluctant to seek the help of the inventor I mentioned. A simple Air Bubble spell could get me down there with greater stealth, and avoid this 'Watcher in the Bay.'"

Upon leaving Illmarsh she returned to her follower's camp and let them know she had worked things out with the local leadership and there'd be nothing to worry about. She'd be gone a few hours and when she returned she intended for them to leave and resume their course for Carrion Hill.


Fhanys lifted the helmet-

Spellcraft: 1d20 + 10 ⇒ (4) + 10 = 14

-and shrugged. "No idea. We might be able to figure it out if we spend a few days on it, though." she answered, seeming slightly depressed at her inability to determine its properties for you. After a moment, though, she tilted her head. "That spell... doesn't stop water from weighing down on you, right?" she asked, thinking. "I can't cast Freedom of Movement, though I think that would probably work... if you're sure you can handle it, I guess it's fine, but..." She was clearly a little worried about your ability to get down there and back up again without being crushed.


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 casting Identify allow me another check?

"Hmm, true. There are environmental conditions to consider. But fighting this 'Watcher in the Bay' could prove far more hazardous than the water itself. Returning shouldn't be a problem as I can simply use Dimension Door to return." Sevia said with some consideration, hopefully reassuring her cleric that it was likely a better idea to swim - though she would've liked that Freedom of Movement spell as well.

Nature: 1d20 + 14 ⇒ (5) + 14 = 19 What natural hazard can I expect from ocean depths mechanically?


Nope. Items can only be examined once per day, even if you add Identify. (It's actually called out as one of the two spells to use.) Sadly, a second try will have to wait until tomorrow.

Aside from that, the third paragraph of Water Dangers is relevant. Expect both pressure and exposure.

Fhanys nodded, looking somewhat relieved. "I'll come rushing if you need me, though." she said determinedly. "I think I can get through the water, at least."


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 think I will be fine. If I truly feel in trouble, I will teleport away immediately. Now, would you be able to memorize an Air Bubble spell for me?" Sevia asked, before checking with a map to locate the area where she needed to go to get to this lair of the skum.

Is the Tern Rocks close by?


Fhanys nodded and moved over to the side to concentrate and focus. It would take her about fifteen minutes to properly get the spell into her head, and in the meantime, you were able to get more information about the area. The Tern Rocks were several miles to the south, across the waters of Avalon Bay, and you'd need to swim, sail, or fly to get there in a practical manner.


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

"Hmm...seems we will need to recruit the help of Mister Croon regardless. The Tern Rocks seem to be off the coast some distance and will require a boat to travel to" Sevia remarked to her cleric. Leaving instructions to the rest of her followers to stay put, she and Fhanys made their way south towards Horace Croon's workshop.


After a few moments, someone points you the other way - Horace's workshop is on the northern side of town (Area D10), a ramshackle place with plenty of odd gadgets and gizmos strewn all over the place. Unlike most of the menfolk in the town, he hadn't come to join the earlier mob - and judging by the light in the windows, he's home.


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

Huh, thought he was south

"Mister Croon!" Sevia shouted, knocking on the man's door. "I was hoping to enlist your aid, I need a boat out to the Tern Rocks." Sevia told him after he answered the door.


There was a dull thump from inside the room, and a moment later, Horace opened the door. "You want to float out to turn rocks? You outsiders and your weird habits. Still, I suppose you might be able to do it if you had enough logs and the rocks weren't too he-" he paused for a moment, then idly bit into what looked like a piece of fish jerky. "I suppose balloons might work better. Need one that's strong enough to lift rocks to the surface, but it's good for underwater excavating. Haven't thought about doing that with my submersible, but I might look into it."


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

"Er-No. I wished to use your boat. I doubt any of the other townsfolk will be willing. The mayor has asked me to investigate the Neighbors, at their base in islands off the coast known as the Tern Rocks." Sevia said, stressing her words more clearly. "Would you happen to know anything about them." Sevia expected not, but hopefully she might get the man serious for a moment.


"If you wanted the boat, you should have said that." the absentminded old man said. "I've long suspected that a race of aquatic beings lives under those rocks - I suppose it makes sense that the Neighbors would be there." he paused again. "Do they count as neighbors if they don't actually live that close? Eh, oh well. I'm not a linguist. Come, come. My boat's at the qua-" there was a flash of light from inside the building, and he darted back inside for a few moments before re-emerging. "Whoops - almost burned the place down. It's fine now, though. My ship is at the quay - little brats in town don't make that trip just to bother it." he said, waving you forward. "I have just the thing to take you down there. I've been wanting to test my research vessel anyway, and this looks like the perfect chance to do that."


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

"Let us leave post haste then, time is of the essence." Sevia said, following after the old man as he made his way to the quay. "I am unsure why you people call them such, but they are known as skum and they are responsible for the disappearances of your townsfolk, in conspiracy with Father Voltairo. Left unchecked they might wreck further harm." As they approached the boat Sevia and Fhanys helped him cast off and pilot it back out to sea.


Ahead of you, Horace stopped walking for a moment. "...My sister was fostered when I was a small boy." he said quietly. "That's the only name we've ever used for them." he resumed moving, and Fhanys glanced at you for a moment, but did her part to get the boat moving. She seemed a little rough around the edges - controlling a ship clearly wasn't something she was practiced at - but since Horace often did everything himself, it wasn't too hard.

She was, however, a little hesitant about walking under the submersible, which was hanging above the deck courtesy of a crane. Shaped like a fish, it was eight feet in diameter and apparently made of iron and brass. A light rain began to fall as you moved, and Fhanys absentmindedly waved a hand above her head - a panel of force about five feet wide appeared above her, touching the edge of the boat's cabin and moving with the vessel. As she did so, far off the port side of the vessel, you could see a mass of what looked like tentacles and matted hair, but it quickly vanished beneath the waves.

Horace looked back a moment later. "I'll explain how to operate the submersible once we've docked at the island. You're both going down, or...?"


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 opened her mouth to give her condolences, but realized that would seem futile. He likely didn't know she was almost certainly dead either way, though she supposed it was possible the one survivor could be her. Soon enough, all three were finally on their way to the last of the Skum. Sevia looked up to admire Horace's creation, though it looked none too graceful. Sevia certainly noticed the creature in the water off in the distance though, and grimaced in the confirmation of her suspicions.

"Horace, how deep are these waters? I am unsure if you have noticed, but the enigmatic Watcher in the Bay is following us and I am concerned about whether it will attack. I would prefer to simply swim down myself and make a stealthy approach." Sevia explained, looking absentmindedly to the water and then to the submersible. "Your invention would...draw its attention for sure."


Horace looked around as you spoke, but there was no sign of any creature out there, and he gave you a slightly odd look. "...By my calculations, the Neighbors' home is about four hundred feet down." he said. "Swimming down that far wouldn't be easy - the submersible can withstand the pressure and have air pumped, at least."


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 would happen if I cast Invisibility on the the submersible? Does the inside turn invisible too? What about the crane holding it?

"I do not claim to be a good swimmer, but I am tough and fast...I could make that dive in a minute." Sevia said, casting Heightened Awareness, Heroism, and See Invisibility on herself in preparation for her dive. "Once I am below I can simply teleport back up."

I assume the swim check would be for Rough Water?


Nothing would occur - it's too heavy for the spell to affect. As for the dive... Rough Water, yes. Remember that without a Swim Speed, you must succeed on the check to move 30 feet (half your speed) down. Once you're past 100 feet, pressure and hypothermia become a danger.


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 can just take 10 on my swim check. Also, wouldn't I be immune from hypothermia due to cold resistance?

"Fhanys, stay here with Horace and keep an eye out. Epyon will stay with you since he can't swim, my shadow will be with me...You might try memorizing a spell to contact me if you know one. Now, please cast that Air Bubble spell on me." Sevia said, retrieving a potion of Endure Elements while she was at it and downing it while Fhanys cast. "Wish me luck." Sevia said with a small grin, walking over to the side of the boat. Just before going over, she cast Invisibility on herself just to be sure, then jumped.

Sevia dived into the water with a splash, taking a moment to look around and began swimming downwards, keeping an eye out for anything in the water or anything suspicious on the side of the rocks.

Swim: 10 + 6 = 16
Perception: 1d20 + 20 ⇒ (11) + 20 = 31


Not below 100 feet, because imminent physical harm from environmental effects puts you in immediate danger and disallows Take 10. And no, because it's specifically described as nonlethal damage, not nonlethal cold damage. On the bright side, there are easier solutions - and you're always free to ask if there's an applicable spell or whatever in one of the available sourcebooks.

There didn't seem to be anything particularly dangerous in your immediate vicinity - aside from the eventual water pressure of going downwards, of course, but that wouldn't be an issue for a number of seconds. Still, it was definitely dark down there... hopefully you'd be able to find the entrance to their base without too much trouble.


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

Alright, I need to make roughly 10 swim checks then with a roll of 9 or better.

10d20 ⇒ (15, 18, 13, 8, 5, 13, 6, 1, 15, 3) = 97 5 successes

Fort Save: 1d20 + 19 ⇒ (6) + 19 = 25

10d20 ⇒ (19, 15, 5, 6, 15, 5, 16, 13, 15, 16) = 125 I should be at the bottom by that point

Fort Save: 1d20 + 19 ⇒ (12) + 19 = 31

Sevia continued to press on, thankful for Fhany's spell. She made sure to stay within vision of the rocks on the coast as the water darkened, as she could only see so far. A few times she struggled to get further down, the pressure was becoming difficult to overcome, that ended up making her take longer than she expected, but a combination of toughness and Endure Elements kept her from harm.


Perception: 1d20 + 16 ⇒ (20) + 16 = 36 I think I'll call that a success...

As you reached about three-quarters of the way downwards, a large shape came into view at the edges of your darkvision - quickly revealing itself to be a giant, seven-armed, octopoid creature. Courtesy of your Invisibility spell, it didn't seem to have noticed you - but it was definitely moving through the area, and you could see a glimmer of magic on the end of one tentacle as it passed by. Moments later, you also saw a series of bubbles escape from a pitch-black cleft in the cliffside - evidently a tunnel leading someplace with air.


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

Knowledge Arcana?: 1d20 + 20 ⇒ (19) + 20 = 39

Sevia knew she'd been right to suspect something, and given how disadvantaged she'd be at a fight in water she intended to steer clear of that thing. That said, she noted whichever direction the squid was heading. Seeing the tunnel nearby though, she made a beeline for it.


The creature looks like some kind of devilfish - a creature of at least minimal actual intelligence with a somewhat strange name, because they were thought to have been created with some kind of connection to the Abyss.

Meanwhile, a dim glow emanates from the mouth of a shallow cave. At the back of the fissure, a lens of rippling glass covers a circular opening eight feet in diameter. The transparent lens provides a distorted view of a dimly lit cave behind it that appears to be free of water.


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 swims forward to the shallow cave, examining the entrance and casting Detect Magic to scan it, figuring the entrance might be magical. Sevia didn't plan on sitting in front of it forever though, and began to try and figure out how she could try to enter.

Take 10 on perception and arcana I guess to figure out how to get in?


The lens is some kind of force effect, though the exact power used to create it isn't clear - but it may be possible for living things to push straight through it. The field itself is warm and rubbery to the touch, and you can see it slowly bulging towards you from within.


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

Pushing with all her strength, Sevia made to force her way through the entrance.

I assume I go through then?

As soon as Sevia was on the other side, she immediately began looking around. The darkness didn't impair her at all, so she might as well take advantage of her invisibility to begin searching the caves, proceeding inside.


It takes several seconds to fully push through the field protecting the entrance, and it's an odd sensation - but the lens keeps the water outside at bay, and indeed, you're no more than moderately damp once you finally set foot within. The passage goes for about sixty feet forward before opening up into a larger room.

Intricate carvings cover the slimy green and black stone walls of this unlit chamber. The walls and ceiling are damp, and the air reeks with a repulsive, fishy smell.

New map. Squares are 10 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

Sevia continues into the next room


There's a flash from behind you as you proceed, near the wall, and two creatures appear in the air - but don't seem to have noticed you. The next area of interest is less a room and more of an intersection, with several similar rooms branching off of it. Patches of phosphorescent lichen growing on the damp ceiling provide a dim light in these stone chambers, and the walls are decorated with disturbing carvings. Mounds of soggy seaweed have been gathered into nests or beds upon the floor. More relevantly, there seem to be fourteen fishmen within the chambers, sitting listlessly. All of them have had the top parts of their heads removed, exposing their brains.


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

Ew

Knowledge?: 1d20 ⇒ 6 What creatures appeared?

Sevia grimaced at the sight of said fishmen, wondering if they were even alive...and what could have caused such injuries. She walked into one of the small side caves and approached one of the beasts, examining its wounds to see if it still lived.

Heal: 1d20 + 8 ⇒ (2) + 8 = 10

After ascertaining the state of the fishmen, Sevia moved on, heading through the unexplored entrance and leaving the mutilated creatures behind.


The creatures behind you seem to be Dimensional Shamblers, strange alien creatures with the ability to go almost anywhere they wish. The fishmen, meanwhile, are definitely alive - and it's fortunate that they haven't noticed your presence, because they're also quite armed.

South of their chambers, however, the path splits off - one route heads east for quite a ways, while the other continues directly south of your current position.


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 heads down the eastern path


The damp walls of this dark cavern display a bewildering variety of obscure and esoteric symbols painted in bright, clashing colors and pigments. They're not the most interesting features, though - there are also several more force barriers on the southern side, but significantly more relevant is a strange fungoid creature standing near the wall, and the moment you see it, your mind starts to freak out.

Will DC 27 Negates: 1d20 + 20 ⇒ (11) + 20 = 31

Fortunately, you're able to squelch the feelings before they overwhelm you, but there's no denying that the creature is very odd - and it seems to be scribbling on the walls as it considered things. A voice could be heard in your head a moment later, evidently coming from the creature. <"What is the orbital declension of the Lilac Star when sea snails cry beryllium tears?">


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

Knowledge?: 1d20 ⇒ 12

Sense Motive: 1d20 + 18 ⇒ (2) + 18 = 20 Is it aware of my presence?

As Sevia entered the room, she looked around at the confusing symbols painted into the wall. Noticing the creature making them however nearly through her for a loop, though she found herself more concerned when it seemed to telepathically address her. Edging towards the force barriers, Sevia watched the creature closely and drew her swords in case it proved hostile and knew she was there.

Sevia tries to look into the first force barrier


The creature seems to be a cerebric fungus - albeit one that's much stronger than most. It doesn't seem actively aware of you - telepathy is its only means of communication, and it's simply talking to itself as it writes on the walls.

Strange fungal webbing drapes the walls of the octagonal chamber beyond the force wall, lit by dim lights that slowly fade from one peculiar color to another. A low hum, just at the limits of hearing, buzzes constantly in the background. Within the room were three unnaturally graceful creature with bulbous fungoid lumps for heads, spiny insectoid wings, and a tangle of spiky, clawed legs. Your mind started freaking out again...

Will DC 25: 1d20 + 20 ⇒ (10) + 20 = 30

...but once again you managed to wrestle it under control. This never would have posed a problem to your true form, but your mortal body wasn't capable of handling the sight of everything it saw. Moments later, however, your divine senses started itching - and the feelings, to a deity, were unmistakable. A lot of your followers were suddenly praying for your blessings.

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