The Forgotten God (Table 5)

Game Master Rednal

Astoroth, God of Facts and Information-Gathering
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The Cathedral
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Unused


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A wave of light shot down the corridor, filling every edge with radiance. As the light touched the vampire spawn, they screamed, and their bodies dissolved into ash. At the same time, you could see their master's power being worn down by the onslaught of power - it looked like he wasn't healing in the way vampires were known for, and in general seemed much more vulnerable.

The sphere darkened a moment later, as if sighing - its power had been used, and at least for now, it didn't seem like it would be able to do anything else. That left only their leader - a heavily-muscled man with skin covered in maze-like tattoos. "You... give that to me!" he roared, clearly preparing to rush forward.

Init (Enemy): 1d20 + 10 ⇒ (12) + 10 = 22
Init (You): 1d20 + 6 ⇒ (12) + 6 = 18

Without hesitating, he rushed forward and brought a fist around in a mighty blow - though from his expression, it was clear that his strength was weaker than usual.

Slam: 1d20 + 9 ⇒ (19) + 9 = 28 for Damage: 1d4 + 4 ⇒ (4) + 4 = 8


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

The punch knocked Astoroth back a step, but he remained standing. Maintaining his composure, he responded by swinging the sphere at the vampire's head. "I can't just GIVE it to you. I don't even know who you are! Whatever happened to manners?"

Enemy isn't wielding a weapon, so he's considered Flat-footed
Sphere Punch: 1d20 + 7 ⇒ (20) + 7 = 27 Bludgeoning Damage: 1d4 + 1d6 + 3 ⇒ (1) + (4) + 3 = 8
Confirm: 1d20 + 7 ⇒ (3) + 7 = 10 Bludgeoning Damage: 1d4 + 1d6 + 3 ⇒ (4) + (3) + 3 = 10
Use the d4 if the sphere's considered a Light weapon. Use the d6 if it's heavy enough to be considered a One-Handed weapon.


The attack isn't a critical, but it's perfectly accurate, and the sphere makes a crunching noise as you slam it into the vampire's head. It's heavy enough to do decent damage, too. One-handed weapon.

"Hah! He thinks he's people!" the vampire growled. "Meatbags don't get courtesy!" He punched out again, clearly willing to engage in melee combat despite the loss of his abilities. Indeed, your blow had been more successful than it had any right to be - most vampires could have simply ignored physical damage of that level.

Slam: 1d20 + 9 ⇒ (9) + 9 = 18

The lingering effects of the light were definitely slowing him down, though, and his blow only managed to strike empty air.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

"I think you'll find me a significantly more challenging opponent than your average meatbag," Astoroth responds as he lashes out again with the sphere.

Improvised (targets FF AC): 1d20 + 7 ⇒ (18) + 7 = 25 Bludgeoning Damage: 1d6 + 3 ⇒ (6) + 3 = 9


"Then spilling your blood out will be all the more satisfy-URK!" Your improvised weapon crunched down hard again, and the vampire let out a groan of mingled pain and rage. Another two attacks like that one would put him down for good - but that wasn't stopping him from stepping around to your side and punching out in a clear attempt to get through your guard.

Melee: 1d20 + 9 ⇒ (3) + 9 = 12

...It wasn't going very well.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Astoroth doesn't even bother to continue this pointless dialogue. Clearly, everyone here was violent and insane. Silently, he continued to bludgeon the vampire with the sphere.

Improvised (targets FF AC): 1d20 + 7 ⇒ (10) + 7 = 17 Bludgeoning Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Improvised (targets FF AC): 1d20 + 7 ⇒ (3) + 7 = 10 Bludgeoning Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Improvised (targets FF AC): 1d20 + 7 ⇒ (2) + 7 = 9 Bludgeoning Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Improvised (targets FF AC): 1d20 + 7 ⇒ (16) + 7 = 23 Bludgeoning Damage: 1d6 + 3 ⇒ (3) + 3 = 6

Here's 4rds of actions. If the sphere re-activates or I get hit hard, I'll modify.


Slam: 1d20 + 9 ⇒ (7) + 9 = 16
Slam: 1d20 + 9 ⇒ (13) + 9 = 22
Slam: 1d20 + 9 ⇒ (19) + 9 = 28 for Damage: 1d4 + 4 ⇒ (4) + 4 = 8

The vampire managed one more blow in comparison to your two - and he was looking quite injured by now. He spat out a curse a moment later, clearly concentrating on something - only to glance up in surprise and fear as nothing happened. Whatever power he'd been relying on had failed him.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Taking the hit in silence, Astoroth does his best to finish the vampire off quickly.

Improvised (targets FF AC): 1d20 + 7 ⇒ (15) + 7 = 22 Bludgeoning Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Improvised (targets FF AC): 1d20 + 7 ⇒ (3) + 7 = 10 Bludgeoning Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Improvised (targets FF AC): 1d20 + 7 ⇒ (11) + 7 = 18 Bludgeoning Damage: 1d6 + 3 ⇒ (4) + 3 = 7

As before, if the sphere reactivates or I'm hit hard, I may modify my actions.


The first hit was enough to finish the vampire off - and in the moments before your improvised weapon crunched down, you could see the panic in his eyes, and the realization that he'd badly underestimated you. Then, with a heavy thud, he was gone - and the area was open for you to explore.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

After making sure that the vampire won't regenerate and come back, Astoroth drinks one of his healing potions. Even in its weakened state, the vampire had been very strong. His personal well-being taken care of, Astorth begins to search the premises. First, he checks the slain vampire's possessions for anything of interest. Then he turns his attention to the artifacts on display at the end of this hall.

Cure Moderate: 2d8 + 3 ⇒ (8, 8) + 3 = 19

Taking 20 for a Perception 28


The maze-fleshed man had a limited selection of items - very limited, in fact. He was holding 20 crossbow bolts (with no sign of the crossbow in question), and a golembane scarab dangled from a leather rope tied around his neck.

The items on the pedestals around you were rather more intriguing. On the far left was a thin rapier with a plaque reading "Whisperslash — the dueling sword of Baron Agustine II, the Cold Veteran of Oppara". Next was a well-preserved hand labeled "Hand of the Pharaoh of Nagas, Osirion". On the right was a game set simply labeled "Chess set gifted from Taldor to Cheliax in 4315 AR". None seemed worse for wear after their time in the chamber - and the central pedestal, where you'd grabbed the sphere, was explained as "The Lifesphere - A Relic of Easivra". (Know (Religion) to learn more about that one.)

Those seemed to be the only objects of value here - but they were clearly the most valued treasures of this building. In terms of other places to go, there was an opening in the eastern wall of the tunnel, as well as the doors you'd seen on each side of the main hallway.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Knowledge(religion): 1d20 + 13 + 1d6 ⇒ (2) + 13 + (1) = 16
Plus divine for magic on the other items.
Spellcraft (sword): 1d20 + 13 + 1d6 ⇒ (8) + 13 + (4) = 25
Spellcraft (hand): 1d20 + 13 + 1d6 ⇒ (7) + 13 + (1) = 21
Spellcraft (chess): 1d20 + 13 + 1d6 ⇒ (20) + 13 + (1) = 34

Will post more after the rolls are resolved. :-)


You're not able to learn anything about the Lifesphere. The sword, on the other hand, is a mithral rapier, while the mummy's hand looks like it could function as a luckstone. Veeeeeeery nice. The chess set isn't magical, but it is well-made - it could probably be sold for 500 GP to a serious collector of such things.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Some people would object to taking the sword of a famous duelist and replacing it with a common (but well-made) blade. Other people would object to carrying a mummified human hand on their person. Astoroth was neither of these people. The chess set, unfortunately, he's forced to leave for now. If it had been animated, that would be an entirely-different story, but he had yet to find one that could provide him an adequate challenge.

Keeping the Lifesphere close at hand, Astoroth continued to search the underground complex, beginning with the room the master Vampire likely came from. (I believe that's the room at the bottom of the map?)


The shelves along the walls of this room are filled with glass cases, each containing a different expanse of parchment covered with stylized writing and elaborate wax seals. Examination shows them to be copies of historical documents - though it will take careful appraisal to see which ones are true copies and which might be fakes. Among those you find are:

• The declaration of Haliad I designating Sargava as colony of Cheliax in 4138 AR
• A letter from Count Andachi conscripting the mercenary general Kazavon to drive the Belkzen orcs from Ustalav in 4042 AR
• Signed by Setsuna Kuga, the Perfect Swordswoman, this treaty documents Minkai’s declaration of war against the Teikoku Shogunate in 3616 AR
• A letter from Shadowcount Thenris IV of Nidal commissioning the Red Mantis to assassinate the dragon Menkare of Hermea in 4577 AR
• A peace treaty signed in 2133 AR between Taldor’s Seventh army of Exploration and 11 tribes of Isgeri Kellids


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Astoroth absently scans for nearby magic auras as he carefully analyzes the tomes.

Taking20 on any relevant Linguistics checks. That's a 33 before adding the free 1d6 from Inspiration. Also divining for magic just in case. Afterwards, if he's not interrupted, Astoroth will carefully check the shelves for more secrets. Take20 Perception's a 29 (+1 for traps).


There don't seem to be any magical auras in this room - the scrolls are all quite mundane, and readable without the need to decipher them. There are no hidden objects, either - this doesn't seem to be the kind of room the original owners used for that.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

The Linguistics is meant to detect forgeries. Since I'm taking 20, it'll take me 2min per page, and I'll be opposed by the Linguistics check of the forger. There are also some situational modifiers depending on familiarity with the subject matter, handwriting style, etc. Mostly a bunch of +2/-2s.


*Flips through* ...The book said Appraise, but I'll accept Linguistics. XD That said, we'll have to roll for them, since you can't Take 20 to detect forgeries - the roll's secret so you don't know how well you actually did. I will, however, use your modifier and roll some inspiration results.

*Rolls*

Inspiration: 5d6 ⇒ (5, 2, 6, 4, 5) = 22

You carefully examine each of the five interesting documents. The first one seems to be accurate, but though the text is authentic, it's not the original - the seal is a copy.

The second one also seems authentic.

The third one is definitely authentic, given the ornate calligraphy that decorates the scroll.

The fourth document is a forgery - probably intended to incite a conflict somewhere. It's not especially well-made, and this was probably figured out by someone else a long time ago.

For the last, the text is an original, but someone has added an additional section further limiting the native’s entitlements - the insert was placed there 2–3 years after the original signature ink had settled.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

*double-checks the d20PFSRD and his hardcopy of the CRB* It's definitely Linguistics, and I'm pretty sure Take10/20 is allowed, as retries are permitted. Still, I'll assume there's something special in the scenario you're using. If not, "Bad scenario writer! No biscuit!" XD

let's see ... Cheliax claims Sargava ... Ustalav drives out orcs ... Minkai fights Teikou ... someone attempts to direct a dragon's ire toward Nidal ... Taldor makes peace with some Kellids ... but nothing referring to the Lifesphere, this building, or why Cheliax has become a closed-knowledge country ...

While all manner of information is interesting and worthy of study, Astoroth reminded himself that he was no longer immortal. This meant that he only had a limited time before his body failed him. Leaving the parchments, he resumed his search for answers.

Checking out the room on the left side below the stairs.


What I mean is the adventure asked for Appraise checks. Linguistics is an acceptable substitute, though.

As it turns out, this area is less of a room and more of a loop, connecting the east and west sides of the hallway.

Three large stone sarcophagi stand on the floor of this mausoleum. The carvings on the coffin lids are crude, vaguely depicting faceless humanoids with arms crossed over their chests. Wooden lockers hang on the south wall, behind the stone coffins. A tangle of bones lies scattered throughout the room, while a small stack of ribs and femurs that bear intricate scrimshaws sit on the lid of the central sarcophagus. However, all of the coffins are devoid of occupants, and only the central one seems to have been used recently.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Bad forums! Stop making my posts vanish overnight!

Ah, this must be the vampire's resting place. Fortunately, there appears to have been only the one inhabitant. Astoroth looks over the bones before making his way out the other entrance and heading to the door at the other end of the hall.

Perception (carved bones): 1d20 + 9 ⇒ (18) + 9 = 27
Linguistics (scrimshaw): 1d20 + 13 + 1d6 ⇒ (9) + 13 + (4) = 26

Is there an opening in the hallway leading to the Lifesphere? It looks like there's a gap beside the smashed doors.


There is. ^^ I believe I mentioned it before.

The carved bones are somewhat interesting, but an examination reveals that the symbols are basically meaningless, and of little interest to you.

As for the other area... the walls of this room are lined with shelves, although they are badly scorched and burnt, the scrolls and books that once rested upon them now nothing more than ashes. Nothing here is salvageable - there are no signatures of magic, nor anything buried in the ash. Whatever fire did this happened a long time ago - although, curiously, there's less ash than you might expect from a room of this size, as if it hadn't been full when the flames were lit.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

A bit disappointed that the scrimshaw had no real meaning, Astoroth continued onward - into a room filled with tragedy. Book-burning: a senseless waste of knowledge. The only solace he could take was that some writings had likely been saved. Perhaps that secret chamber upstairs had something to do with this.

His perusal complete, Astoroth returns to the artifact hallway and approaches the opening.


This small side passage has the look of an unfinished tunnel - careful examination shows that the undead had been working in here, probably trying to get closer to the Lifesphere, but for some reason they'd stopped. A pile of ashes on the floor may have had something to do with that - the energies given off may not have been blocked by the walls.

With this tunnel examined, it seems you've been everywhere of relevance within this entire facility - and it's getting quite late in the day. You don't need to report in to a guard station for several days yet, and indeed, you could probably use one of the many rooms here to rest and recover from the day's exertions. With the haunt gone and the vampires exterminated, there shouldn't be anything left in the place that poses a threat. It's also unlikely that your contact will be able to reach you until you leave the facility - not unless you manage to send a message and reach them first, giving them a way to reply - and they're probably not going to wait very long to move on to the next stage of their request once you get back to the city streets.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Pleased with today's discoveries, Astoroth returns to the room at the end of the secret hallway, makes sure the entrances are secure, and goes to sleep. He'll conclude his exploration in the morning and return to the surface.

If nothing happens beforehand, in the morning, he'll return to the invisibility field and activate Wild Arcana for the Blindfolded Oracle power. I don't have the material on-hand at the moment, but it gives me Blindsight 10ft as long as I close my eyes. I believe it's one of the talents in the Divination sphere.


Activating a Blindsense is... moderately interesting, at least. There are a number of old bits of debris on the invisibility platform - parts of armor, straps, and things of that nature. This would be a fairly good last-ditch hiding place if you ever needed to escape mundane notice. Sadly, there doesn't seem to be anything especially important hidden on the platform - though it would probably be best to avoid running across it, given how many things you could trip over.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Disappointing but unsurprising. Leaving the platform, Astoroth leaves the platform, and (making a final stop to stash the valuable magic armor in the secret basement sleeping room for later recovery) exits the building. It would be nice to return to the surface world.


Don't forget to update your HP after your rest!

The morning sun was bright and warm here in Cheliax, illuminating even the alleyway that you stepped out of after reviewing the invisibility platform. There was no warning at all to signal what was about to happen - on your third step out of the alleyway, a noise so strong it had physical force knocked you (and everyone else) back a step as a massive mushroom cloud erupted from the southern part of the city. The second wave of sound came a moment later, a roar that rose in intensity to shake every window in the city and topple every unsecured item in sight.

That was when the screaming finally started. Visible even at this distance were five pillars of flame that had to be reaching at least a quarter-mile into the sky, pushing the cloud of smoke higher and higher. A unit of the city's guards ran past a moment later, heading towards the site of the explosion - though even they looked more than a little afraid of whatever was happening here.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Already did. :-) I gained back 2 HP unless you have a houserule.

that can't be good... After dusting himself off, Astoroth begins to run toward the explosion site. perhaps assisting in rescue efforts will ease the guards' suspicion of me ... even if not, i've been given something noteworthy to learn about...


The site of the explosion was in the far southwestern part of the city. The bad news? No boats were going up and down the river right now. The good news? After the initial panic, people had mostly cleared off of the streets, and it wasn't too difficult to get close... but it did take almost two hours of pushing forward to reach the southern areas of the city, where the pillars of flame continued to reach for the heavens. Strangely, they didn't seem to be spreading flames or burning other things down, but the beacon was quite literally impossible to miss.

As you got closer, a figure darted out of a shadow-darkened alley and grabbed your wrist. The man in question is in terrible condition — his clothes are filthy and torn, blood cakes his head and hands and stains his clothes here and there, and his expression is one of fear and persecution. "Stop, stop, stop! You're the one they're waiting for, right? Only Sylph in this place, has to be you! I have something to tell you before you get closer to my house!"


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Two hours with no spread of the blaze? That further confirms the theory that the pillars aren't a natural occurrence. Their purpose, as of yet, remains unclear, although their extreme visibility means they could easily be a signal of some sort.

Astoroth's heightened senses warned him a fraction of a second before he felt a hand on his wrist, but he wasn't quite fast enough to evade. His mortal body was quite slow and frail, but perhaps with time, he'd once again be able to transcend its physical limitations. Fortunately, the man didn't appear to be a serious threat. "I'm afraid I have no idea what you're talking about. If you have information, please share it, but do not waste my time. Who's waiting for a sylph?"


"I had a dream, a dream! A fiery voice called out to me, said to come find you once they lit their signal or the shadows would never stop hunting me, no matter how many devils gathered to protect me!" he was shaking badly, and reached into his coat. Coins scattered across the ground as he pulled out an ancient-looking scroll, but he didn't even seem to notice. "I saw it, I saw it happen! One of the devils tried to reach into the fire and contain it, but it burned him to ashes instead! Fire doesn't burn devils, everyone knows that, but it did! My house! Right, I was talking about my house! Decades ago, they built under it, you see? It's the Mayor's house, of course it's going to be nice, so they made a magical reactor to power everything. I d-don't know what's really in there, nobody ever told me, but it wants out and it really doesn't like the devils! This paper, here!" he thrust it out towards you. "Binding magical contract for the reactor - the flames can't touch it. I-I need something to write with, add you as my representative. They s-said there's a guard down there, you can get past them if you have this, and s-something about a wall of d-death that something you have can push back. It's layers of defenses, right? You have to shut the whole thing down to get it to stop burning, and I d-don't know how long we have before something else happens!"

He scrambled around with his hands again, finally pulling out a quill with some ink on it and hurriedly holding it out towards you. Then he looked up at the sky. "S-sign on the line after reading. I did it! I did what you wanted, so keep the shadows away from me!" he yelled.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Astoroth took a minute to ponder the man's words. His obvious state of extreme distress increased the believability of his story. The talk of shadows, likewise, bore a passing similarity to his own shadowy quest-giver. The Lifesphere possessed a certain power against undeath - the man had mentionnd a "wall of death" and knew that Astoroth had a way to bypass it. The most interesting piece of information, however, was the fact that the flames could even incinerate devils. Could the Dawnflower be involved somehow? This bore investigating.

Assuming the contract's legit and doesn't have any evil tricks. XD
Astoroth takes the contract and reads it carefully. Then he reads it again, as legal terminology is complicated. Then he reads it a third time, as devils are sneaky bastards who have had an eternity to perfect the art of exploiting loopholes for their own personal gain. Finally satisfied, he signs his name on the line. "Right. Is there anything else I should know before I go in?"


Careful examination of the contract - and while you're not Asmodeus, you're very good at spotting loopholes - shows that nothing in the contract is harmful to you. The only part that's really relevant is that the true holder of the contract (the man in front of you) can designate others to act with his authority in the depths of the reactor. Including, apparently, bypassing guards and shutting things down - part of the contract clearly specifies that the owner or his representative can enter for the purpose of adjustments and repairs.

It closes with a note that "This contract remains binding and legal for all perpetuity so as long as the consigned component of the infernal engine be a viable source of power, as witnessed here by Signatory Vaccha, Kolyarut of the Scriptures of Adamantine".

"I-I used some of the first few rooms for various things, but I never went inside." he shook his head furiously. "There's s-several places where you'll need to shut things d-down before you can get all the way in, I think. P-probably one for each of the columns." he gestured towards the pillars of flame. "You've g-got the contract, and I'm leaving!" He ran into the alleyway as fast as he could - which wasn't actually all that fast, given that he was obviously out-of-shape. Still, desperation often encouraged mortals to move... and you didn't have that far to go before you'd reach the house in question. Of course, you didn't have to go there right away - you could also try to find a shop that was brave enough to be open at a time like this, and sell things you'd picked up or stock up on supplies before heading in.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

"As long as the consigned component of the infernal engine be a viable source of power..." That meant he had to shut off whatever's powering the flames without destroying it permanently. Otherwise he may be trapped inside by the guard, as the contract would no longer apply. This could be challenging....

While he'd normally pick up some potions to help him resist the flames, the fact that they were powerful enough to destroy devils meant any protection would likely have little effect. Plus, he had the contract and his own - not inconsiderable - powers. Best to be quick so as to minimize damage to the facility and surrounding area. Still mulling over the contract, Astoroth headed toward the house.

Scriptures of Adamantine?
Knowledge(history?): 1d20 + 14 + 1d6 ⇒ (1) + 14 + (3) = 18


The Scriptures of Adamantine seem to be beyond your immediate knowledge - you'd have to look them up in a library or ask an expert to find out who they are.

A hastily erected barricade of lumber, wagons, rain barrels, and crates blocks off the street leading into the ruined plaza beyond. Numerous spears and sharpened lengths of wood protrude through the barricade to aim at the plaza, and a stack of wooden boxes and blocks on the left side allow access to the top of the wall should someone wish to drop down into the plaza on the other side. Seven of the city's guards - six normal guards and their leader - are standing by the barricade. Most are facing towards the plaza here, but two are looking outwards instead. The lieutenant in charge looks exhausted - and glances towards you as you approach, clearly wondering about your purpose here.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Astoroth greets the men politely, presenting his contract. "Hello, officers. I'm here to turn these flames off. May I pass?"


The guard snorted with laughter, though there was a desperate, near-hysterical edge to it. "Sounds crazy to me, but you're welcome to try. The entrance should be up north, in the ruins of the manor." he said, gesturing to the boxes you could use to hop over the barricade. "Just don't go thieving around." With the guards' permission, hopping over the barricade was easy - and you could finally see the blast zone.

Where once stood the eccentric reaches of the mayoral manor, a strange house known locally as Aberian’s Folly, now stand only ruins. Much of the manor has been reduced to rubble, although to the east it appears that the ground floor of the house may have survived. A vast crater, strewn with rubble and what appears to be melted rock, sits in the center of what was once the building’s grounds, ninety feet across and twenty feet deep. Surrounding the crater are five churning pillars of fire, arranged in a pentagram shape around the central crater and each rising from a point about fifteen feet off the ground directly above a scorched pit. While the roaring of the flames is nearly deafening, no apparent heat radiates from the five towering vortexes.

The guard post is Area A on the new map. The remnants of the manor are in Area E. C & D aren't particularly relevant to your quest.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

On his way to the remnants of the manor to search for an entrance, Astoroth makes sure to pass close to one of the flame pillars. Naturally, he stops as soon as he feels strong heat. If there's no heat, he'll look into the pit on the way to the manor.


The heat begins about ten feet away from the pillars, where the temperature abruptly skyrockets. Given their positioning, it's possible to go between them and even examine the pit itself should you wish to, but you don't even need to do that to notice that the flames seem oddly... warm. Not in terms of temperature, but more in the aura they give off, like the feeling of sitting by a fire on a cold winter day.

As for the manor, the entrance below seems to be a large black, stone door. A number of other rooms in the manor have survived as well, and can be accessed through a door to the southeast.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Massive pillars of fire that give off a pleasant aura? This definitely seems deific in origin. With the current state of Chelish philosophy, he wouldn't be surprised if a celestial was imprisoned somewhere on the premises. As it appeared safe to do so, Astoroth examined the pit before approaching the building.


The pit has no physical route downwards - and though the ejecta is steep, it's also easy enough to traverse, though there are a few moments where you have to climb through it. The ground is almost unnaturally smooth - but as you walk through it, visions start to flicker through your mind, showing you... something. Unfortunately, it's too indistinct to make out anything other than the vaguest impressions - but at the same time, it's impossible to escape the feeling that you're being watched until you leave the crater and cross up to the manor.

Little remains of Aberian’s Folly but mounds of smoking rubble and several partially collapsed fireplaces. Here and there, a bit of furniture or decor survives, casting a reminder of the once-rich appointments of the destroyed manor. Only at the far eastern end does any of the building seem to have survived — a wing of the ground floor framed in rubble. The black, stone door you saw before is here, and it seems to have been left open.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

okay then ... definitely some sort of trapped outsider ... While Astoroth had no particular feelings regarding the enslavement of sentient beings, common sense made it clear that doing so to a powerful entity would only lead to trouble. Cheliax contracting out services to the legions of Hell? Perfectly fine. Somebody capturing a devil and forcing it to serve as slave labor? Incredibly foolish. Hopefully whoever was causing the fires was in a similar situation to the FORMER scenario, but Astoroth doubted it.

Making his way to the open door, Astoroth paused to look inside before entering. Getting crushed by falling rubble would be a rather embarrassing way to die.

Taking 10 on Perception.


A flight of steep stone stairs ends at an empty square room, the walls decorated with banners hanging from ceiling to floor and depicting the circled crimson cross of Cheliax. A single lantern hangs from a peg in the wall to the east. There are two doors - one to the north, and one to the south.

On this map, North is Right.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Weighing his options, Astoroth settles on the Southern door. It's closer to the pit and would, presumably, lead that way.


After passing through a short hallway, you emerge into another chamber.

The central portion of this large chamber consists of a shallow, sunken pit-like area, almost like an amphitheater. Several drains in the pit indicate that it may have once been a reflecting pool — now drained and containing several bedrolls. Four men look up as you enter - all are dressed in rough clothing, but they're holding knives and don't look especially pleased to see you.

"Well, well, looks like another treasure hunter come looking for valuables down here!" One of them said. "How 'bout you turn around and walk out? We got here first."


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Looters. Well, it was only natural. In every disaster, there were always those who plunge into the dangerous area in search of riches. Greed was a powerful motivator and often trumped common sense, after all.

Astoroth gave the men a smile. "I'm afraid you're mistaken: I have no interest in looting. I'm just here to make the fires stop. I'm not associated with the government and won't bother you as long as you stay out of my way. Is that fair?"

Diplomacy: 1d20 + 14 ⇒ (10) + 14 = 24


The looter snorted slightly. "So you're just a random person selflessly risking your life. Sure you are." he said, clearly doubting your story. "So how about this? You go in there..." he pointed to the double doors on the southwestern side of the room, "-and when you come back, we get a cut of anything you grabbed. Just think of it as an... unexpected toll. Better a little bit of gold than risking your life, right?"


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Astoroth folded his arms. "And what's in there that's so valuable? I'm guessing something dangerous - otherwise you'd have grabbed everything already. Better idea: help me get where I need to go, and I'll help you with your treasure hunting on the way. You're correct in assuming that I'm not here out of the goodness of my heart, but the treasure I'm after has no monetary value. Your assistance will help me get done faster, which means there's more potential loot for you."

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