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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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)

let's go up a level in the hierarchy

"Asmodeus"


There continues to be no change in the doors themselves. At the very least, it might help if you consider the history of this place - it was probably built before the current ruler ascended to the throne, but would need a password that remained true and accurate. You could reference the library if need be - as well as the Signatory and, further back, the gargoyles.


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)

That was my next plan, as I don't believe the correct word has come up in-game yet.

Clearly, this password involved some form of title, but Astoroth was woefully ignorant of Cheliax's political structure over the last several thousand years. In hopes of finding an answer, he returned to the abandoned workshop and began to peruse the tomes in search of some history.


Know History: 1d20 + 14 + 5 ⇒ (13) + 14 + 5 = 32

Half an hour of research in the library teaches you quite a lot about local history - including when Her Imperial Majestrix, Queen Abrogail Thrune I first took the throne in 4640 AR. She was eventually murdered by her son, Antonius Thrune, who later died of poison and was succeeded by his cousin Terthule. Unlike the previous two monarchs, Terthule apparently died a natural death of old age (being fairly old when he took the throne). The throne passed to his niece Carellia - who died by drowning - and then her cousin Infrexus - who also died by drowning, as it happened - before Abrogail Thrune II, the current ruler, took the throne.

There didn't seem to be anything in the room predating House Thrune's ascendancy.


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)

Ah, so that's the formal title...

Reshelving the books, Astoroth returns to the closed door and speaks the words, "Imperial Majestrix."


At the second word, the third set of doors swung open - and that left just one more pair of doors. These ones were far more ornate than the three that had come before, decorated with numerous hellish motifs in red and gold. Unlike the others doors, however, they didn't have text. Instead, an archway in the middle was composed of burned flesh instead of metal, with sinews and ligaments somehow melded together in a mockery of life. The Lifesphere started pulsing rapidly as you stepped into the room.


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)

Pulling out the Lifesphere, Astoroth touched it to the archway.


The Lifesphere started shaking harder and harder as it got closer to the skeletal ward - until finally a wave of energy erupted out of it and vaporized every piece of undead flesh that barred your way, blowing open the last of the doors barring your way. Finally, you'd made it to the furthest depths of the Infernal Engine.

A fifty-foot-high domed ceiling rises above this massive room, the air of which is blisteringly hot. An immense, fiery pentagram, inlaid in the floor with strange glowing gems and metals, reaches out to touch the walls. Suspended in the center of the room by seven immense chains is a ten-foot-diameter adamantine cage. Crimson crystal ribs extend up from the walls to the ceiling above where they connect to pillars of what looks like crystallized blood that descend down to surround the center of the room and the dangling cage therein. A discordant humming fills the air of this room, causing everything to vibrate and shake. Every few seconds, a blast of heat washes over the room as a wreath of fire washes over the cage and then slithers like fiery lightning up along the chains to be absorbed by the blood-red crystal ribs.

Suspended within the cage itself was a young woman garbed in a red robe, who looked up as you entered. Despite her position, her gaze was clear, bold, and confident. "...Hi." she said. "To answer your basic questions... yes, I'm the one who's been communicating with you and controlling the shadow beasts, no, I don't like Hell or anything about them, no, I'm not a devil or any other kind of infernal creature myself, yes, I'm here against my will, and yes, I'd really appreciate it if you could get me out of this thing." She winced as another burst of fire came out of her body and was pulled into the crystals. "Sooner would be better than later."


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 see. I need a few more questions answered first, I'm afraid. Starting with how you ended up in this situation in the first place. One of your guardians stated that you're under contract. Explain. Also, if you're not a devil, what are you? What will do if I release you? What's in it for me?" He pauses. "Let's start with those."

Essentially wanting to make sure that a) she won't instantly kill him if he sets her free and b) that he won't be swarmed by devils for violating the terms of a contract.


"Technically, I agreed to be put in here, because it was either that or let them kill me." she growled. "And I can't get free myself, so I've had to content myself with breaking the rest of this place. As for my heritage, I'm an Ifrit - my father was an efreeti, a fire genie, and my mother a human who visited the plane and fell in love with him. Of course, frickin' devils killed 'em both..." she hissed slightly. "As for what happens when I'm released, I'm getting out of the city. I, uh, kind of spent the last few decades building an army of shadow beasts through this thing, and they're going to go nuts in attacking the devils once I'm out. Good time to leave, you know? Oh, don't worry about anyone else - I was very careful when making instructions. The people here aren't great, but I don't want them dead or otherwise occupied. I also have it on very good authority that the mayor asked you to come here and shut this thing down. Nice and legal, right? As for a reward, my Uncle is still alive - and he's a genie, too. If we can go see him, he'll reward you for rescuing me - and there isn't a whole lot a genie can't do if a mortal asks it of them."


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 see. Well, tell me the wording of your contract, and I'll see what I can do. I presume rewriting a portion of it will allow you egress from that cage? Out of curiosity, why'd the devils choose you?"


The girl - clearly Kozuri - took a deep breath and began reciting the relevant portions of the contract. How she agreed to be bound for the duration of the contract (a thousand thousand years or until released by the holder of the contract - which you were a legal representative of), or until she gave in and turned to evil... at which point she added, "Anyway, that part is pretty simple. Apparently, I'd be a pretty good priestess, but I never found a god I wanted to serve, and I guess they wanted me to serve Hell instead. My home in the Plane of Fire was close to Nirvana, see, so there was a lot of bleed-over of holy energies, infused everyone in town over the generations, yada yada. And as much as devils love people who start evil, they love corrupting good people even more. That's what all those rooms were about, by the way - I could see what went on there, and they were basically saying they'd give me rewards if I cooperated or eternal suffering if I didn't." she clenched her fists. "Of course, they couldn't force the change on me - I had to willingly give in, and literally, to Hell with that nonsense. So I've been exploiting loopholes in the contract ever since and messing with them as much as I could."


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)

You're totally giving me your Kineticist concept as a potential High Priest, aren't you. XD Time to redo my idea for Iris so I can match the awesomeness. ;-)

"I see...." Astoroth pondered the information for only a moment before making his decision. "In that case, I release you from your service."


Actually, Kozuri is not a Kineticist. XD That's Sevia's minion, at the second table I'm running. I am, however, trying to make someone worthy of heading your church...

"Thank you." It wasn't hard to tell that her words were heartfelt - and she promptly started tugging on the chains, which abruptly looked much less restraining. The problem? They were still made of metal, and weren't likely to come off very easily. She was... probably going to need some help getting out of the shackles and the cage - and sooner rather than later, as the entire engine started rumbling.


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)

Stepping toward the cage, Astoroth began searching for either a locking mechanism or a weak point that he could exploit.

Knowledge(engineering): 1d20 + 14 + 1d6 ⇒ (16) + 14 + (2) = 32
Disable Device (if applicable): 1d20 + 11 ⇒ (19) + 11 = 30


After quite some time spent examining the locks, you're eventually able to locate a few cunningly-concealed parts that help to keep them securely locked... and Kozuri goes limp as you start picking them, letting out a sigh of relief as they finally come free. "Ooooh... you have no idea how good that feels." she said as she dropped to the floor and staggered to the side. "Ack, I'm gonna have to get used to walking again." She wobbled a little unsteadily, but seemed like she would be able to stay on her feet. The engine rumbled again a few moments later, louder this time. "Aaaaaaaand it's time to go." she said, lurching determinedly towards the doors - and glancing back fairly regularly, apparently curious to see how you'd be responding to all of this.


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 one last look around the room and followed. "I suppose that rumbling is the Engine shutting down. Do you know what will happen?"

He had more questions but wanted to make sure they were out of danger before beginning what could be a rather long conversation.


"Well, if everything goes according to plan..." there was a loud roar from the room behind you. "The system's going to overheat and break. I don't want some other poor person just getting hauled in here as a replacement, and the beasts up above should keep the devils too busy." She booted open another door - the one to the Signatory's chamber, where the metallic figure was already rising to his feet.

"Ah. I see." he said as he saw Kozuri.


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)

"How much time do we - ?" Astoroth's question is cut short as they enter the Signatory's chamber. "As an authorized holder of the contract, I have released Miss Kozuri from her service. As the primary terms of said contract have been fulfilled, you are free to leave. Thank you for all that you've done, and I'd suggest you leave quickly, as this area is rapidly becoming unsafe."


The Signatory chuckled. "Indeed you have - I was watching, and it was all by the book." he said, putting one hand by his waist and bowing slightly. "Should you ever have a contract you wish to see enforced, please feel free to visit Axis and call upon the Scriptures of Adamantine." A magic circle appeared beneath his feet, and in a flash of light, the Signatory was gone. Kozuri darted up the stairs a moment later. "You have the ring for that guardian, 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)

In response, Astoroth holds up the ring.


Kozuri nodded, allowing you to take the lead in passing through the chamber - and she hopped right into one of the fiery pits for a moment, letting out a happy sigh before scrambling out and hurrying forward. "I really wanted that." she said by way of explanation, looking a bit more vigorous than before. Shortly thereafter, the two of you were in the room with the tangled, vicious plants that were so tough to pass by - and she stopped in place, inhaling a deep breath of air before spewing out a thirty-foot cone of flames. She belched slightly a moment later, a small wisp of smoke coming out of her mouth as she watched the plants burn. "Okay, next room, break all the mirrors on the left, would you? I'll get the ones on the right. There's some stuff behind them that'll help."


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)

"Well, you're a handy person to have around, aren't you. You seem to know your way around here quite well." Following Kozuri's lead, Astoroth begins smashing mirrors.


"I've been watching it for the past few decades. I'd better know my way around." she said, reaching back and punching the first mirror she came to. After a few hits, it broke down, and she started hauling things out. Through the mirrors on your side were a small ring, a long staff, a bag, and a talisman - on hers, a rod and some rope. One of the alcoves was empty, and she followed along behind you as the two of you continued running and burst into the room with the gargoyles. Their conversation seemed to have been quite forgotten in the face of the increasingly loud rumbles, and all four turned to you as you entered the room.

"What's going on here!?" the closest asked, sounding alarmed.


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 they continue running, Astoroth takes a few seconds to assess the items they've recovered.

Spending a spell point to divine as a standard action

"This structure is falling apart. I'd suggest you continue your discussion in a safer location."


The talisman, rod, ring, staff, and rope all have the glimmer of enchantment on them - the bag, not so much, though there is a clinking noise from within.

The gargoyles, meanwhile, looked at you and your companion... then the walls. The four of them darted through the door a moment later, just before the ground almost leaped below your feet-

Reflex DC 20: 1d20 + 14 ⇒ (1) + 14 = 15

-and sent you tumbling to the ground. Kozuri wasted no time in darting over and holding out a hand to help pull you up. "Time to run faster, I think!" she said, glancing towards the door the gargoyles had gone through.


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 quite agree," Astoroth grunts as he picks himself up. Continuing toward the exit, he increases his pace.


More minutes than anyone wanted to admit later, you'd finally managed to circle around the engine and past its cooling chambers, then through the hallway that had been filled with flames earlier. The thieves were long gone, clearly unwilling to occupy this area - and the floor continued to shake as you headed up the last set of stairs and out of the area.

The sight that greeted you was a city gone wild - more than a few places could be seen burning, and thick black smoke covered the sky. Even from where you were, you could see dozens of red flashes as the devils of the city engaged in open combat with a legion of shadowy beasts.

"I'm gonna miss being able to make those." Kozuri said wistfully, looking towards a particularly violent-looking confrontation happening to the north of you. "Where to now? Personally, I recommend getting onto a ship before it leaves, but I'm all ears if you've got a better plan."


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)

"You'll have to teach me how to do that, sometime. For now, how do we get in touch with your father? Also, how widespread it this chaos going to be? Is it confined to the city?"


"Yeah, I couldn't send the things much past Westcrown." she said, grimacing. "Probably for the best, since I could keep them all here and build up their forces over time." She slapped her cheeks a few times. "My father is dead - if you want to talk to him, maybe a Pharasman could help you. My Uncle is probably still in my hometown, so we'd need to go there ourselves or find someone who could send a message there. The best bet's probably going via Axis - you can get practically anywhere from there."


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)

That's my fault for misreading. :-(

"Let's start by finding a way to get out of here. I don't think Hinji is too far from here. From there, we can work out our next move. Unfortunately, I lack the ability to travel between planes at the moment, so unless you have a trick I don't know about, we're going to have to hire someone rather powerful."


Kozuri raised one hand, clearly willing for you to lead the way. She didn't seem to know where this 'Hinji' was. "Anyway, there should be something worthwhile in what we grabbed - it shouldn't be too hard to convince someone to help." she said confidently. "As long as we're out of Cheliax, anyway..."


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 begins heading to the port. He should have enough gold to book passage elsewhere and could examine the found items on the journey. Right now, leaving the area before the authorities showed up was his top priority.

HINJI's the closest port town I could find. Astoroth doesn't care where he ends up as long as it's away from Westcrown. :-)


Kozuri fell into step behind you as you hurried towards the port. Several times, the guards rushed straight past you - but they didn't seem to have connected you with the disturbances below (yet) and you finally managed to run out onto the piers where a number of boats were docked - including several large barges, a ship with three tall masts, and numerous smaller vessels. Most of them seemed to be getting ready to cast off...

There are several ships marked with different flags - including the ancient lands of Osirion, the city-nation of Absalom, historic Qadira, and the northern lands of Varisia. Of course, where they're going is almost less important than whether or not they'll let you onboard...


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 barge was likely a cargo vessel - even if they could secure passage, accommodations would likely be rather unpleasant. The three-masted ship was either a barque, a xebec, or a ship-of-the-line - Astoroth couldn't remember the specific differentiation. Regardless, they tended toward trade ships, and this one would be appropriate for a long journey. One of the smaller vessels would be their best bet.

Making a quick decision, Astoroth beckoned Kozuri toward the ship bearing the flag of Absalom. In addition to being a shorter distance to travel, they wouldn't have to worry about navigating around the Eye of Abendego.


Even as the two of you moved, the sailors on the ship were untying lines and bustling about - and a portly man let out a laugh as he saw the two of you running for the boat. "Oy, lad! Jump for it!" he called, and-

Acrobatics: 1d20 + 11 ⇒ (5) + 11 = 16

-you kicked off of the deck at the very end, soaring across ten feet of water before landing heavily on the deck. Kozuri landed beside you a moment later, hitting the deck face-first as she stumbled. "Ouch!" she said, grabbing her head.

The man who'd called out just laughed and helped your companion to her feet. He was a middle-aged human, but his size wasn't only fat - his arms were more than a bit muscled, and he looked over the two of you with an interested look as the madness continued in the city - and the boat began to push away from the docks, taking you away from Westcrown and out towards the inner sea. "Welcome aboard the Knowledge of Aroden." he said, holding out a hand. "I have to admit that I wasn't expecting any more passengers... but may it never be said that the Patchwork City is unwilling to make a deal. We're going there directly - would you like to pay or work your way?" Despite the mercantile gleam in his eyes, the Captain - for that's who he clearly was - seemed more amused than anything else.


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 returns the captain's handshake. "Payment would be preferable, but that depends on what you're charging, of course."


"Standard rates, o' course." the man said, laughing. "Despite our well-deserved reputation for running rough deals, I'd never hear the end of it if I overcharged in a situation like this. Besides, it's good for business if people know they can always count on your prices."

Passage to Absalom is 100 GP each.
In addition, for successfully rescuing Kozuri and exploring the depths of the Infernal Engine, you've reached Level 3. As before, please post a levelup summary in the Discussion thread for review, and hold off on updating your Alias until then.


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)

"That sounds more than reasonable. Thank you for taking us." Astoroth hands over the required coin. "Is there a berth for us?"

Once they've found a private place, Astoroth will examine the items behind the mirrors more closely. He'll spend one minute divining for magic auras.

If necessary
Spellcraft (ring): 1d20 + 15 ⇒ (17) + 15 = 32
Spellcraft (staff): 1d20 + 15 ⇒ (16) + 15 = 31
Spellcraft (bag): 1d20 + 15 ⇒ (10) + 15 = 25
Spellcraft (talisman): 1d20 + 15 ⇒ (2) + 15 = 17
Spellcraft (rod): 1d20 + 15 ⇒ (8) + 15 = 23
Spellcraft (rope): 1d20 + 15 ⇒ (13) + 15 = 28

He'll also check to see if there's anything interesting inside the bag.


The ring seems to be a Ring of Cold Resistance (Minor), quite useful for turning aside chills. The staff is a Staff of Blessed Relief, and the bag quite normal - although it did have 50 GP in loose coins inside. The talisman is a Talisman of Beneficial Winds (Lesser), rather helpful if you ever find yourself falling. The rod, on closer examination, seems broken - it's hard to tell exactly what it's supposed to be used for, but at least there's a Rope of Climbing to go with it.

All in all, it's quite a tidy haul - and Kozuri looked in with interest as you studied the items. "I think they put all of those in there to mess with people." she said, stretching a bit. "Something along the lines of 'You'll have to go through Hell to get rewards'. Gits."


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 can't seem to find the talisman of beneficial winds anywhere. What is it?

His inspection complete, Astoroth turned his attention to more important matters. "Now that we're not in imminent danger of death, perhaps you can answer a few questions for me. Namely, why did you reach out to me?"


It's a new item from Occult Adventures.

Talisman of Beneficial Winds:

TALISMAN, LESSER
Beneficial winds: 50 GP

These amulets are imbued with magic that allows them to protect their wearer against a very specific danger. A talisman triggers automatically as soon as the listed condition is fulfilled. Although talismans occupy the neck slot, up to three talismans can be worn on one cord or chain. Wearing multiple talismans in this way offers a greater variety of protection, but a wearer can benefit from only one talisman’s effect at a time. If another talisman would be triggered while its wearer is under the effect of another talisman, that talisman is not triggered and can still be used later. A lesser talisman carries only enough magical energy to protect its wearer once, after which it crumbles to dust.

Talisman of Beneficial Winds: These talismans are inscribed with the secret names of the four winds, and protect the wearer against long falls. The first time that the wearer falls at least 5 feet, he is automatically affected by feather fall. Faint transmutation; CL 1st.

Kozuri glanced around to be sure the ship's crewmembers weren't too close. "You felt different." she explained. "Didn't get along too well with the town's guards, which was a plus. Interested in history, rather than just ignoring it in favor of shiny things. So I tested you - smart enough to get into the underground area, strong enough to clear it yourself, clearly not evil, and I was really tired of being locked up in that cage... thanks for that, by the way. I decided to bet on you, and it paid off."


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)

That would explain it. :-) I haven't purchased any Pathfinder books since the ACG. Too pricy for me at the moment, and the massive amount of errata isn't helping matters much. :-(

"History - along with all other factual information - is fascinating to me. Although it seems that this country has forgotten its importance since I was last here. Tell me, has the rest of Golarion fallen into censorship and suppression as well? If so, what happened?"


"Uh... this world?" Kozuri said, a bit vaguely. "I, uh, honestly don't know that much about it - I didn't really have time to look around before they shoved me in that cage. I spied on travelers in the city a lot, though, and I don't think most places are nearly as bad as Cheliax. Especially Andoran, which is... east... ish... I think. Something about every citizen having a say in how the country is run - never heard of that happening before, but it seems to be working so far, so there might be something to it." A bit of flame came off one of her hands, and she yet out a quick yelp before smothering it with her dress. "Sorry, sorry - that happens sometimes when I'm distracted."


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 allows himself a small grin. "You seem rather more ... heated ... than most Ifrits I've met. A generational quirk, perhaps? Or did the devils do something to enhance your inner fire?" Realizing that could be perceived as a rude question, he then offers a quick apology. "I'm sorry. You don't have to answer that if you don't want to. As I said, knowledge is rather important to me." A core component of his being, in fact. Although she didn't need to know that right now. Claiming to possess divine power without the requisite ability to grant it to potential worshipers was merely an exercise in futility.

"Andoran seems like it's become an interesting place, although I'm a bit surprised that such a democratic way of running things is working out for them. In my experience, the majority of people are either too uneducated or uninterested in acquiring the knowledge necessary to make informed decisions about the managings of state. Do you know if, perhaps, the average level of intelligence is higher in that country?" If so, that could be a good place to find some answers.


Kozuri shrugged. "Never been there, couldn't say. Should be easy to reach if you want to visit, though." She focused a moment later, though, cupping her hands together - and the flame that lit then was pure white and gave off a peaceful, almost comforting aura. "As for my fires, I think you're right about it being generational. My home in the Plane of Fire was close to Nirvana, and it's hard to be around that much goodness without it kind of seeping in. Devils are good at resisting fire, but... not so much holy fire." She banished the flames, looking a bit guilty after catching sight of the glances from the ship's crew.


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)

"Probably best to keep your fire inside for the time being. Sailors tend to frown upon such things during a voyage." Astoroth says, matter-of-factly. While he had multiple ways to escape a blazing vessel, this ship was by far the easiest way to get where he needed to go. "When you originally reached out to me, you'd mentioned a reward of knowledge. I think now would be a good time to elaborate on that."


"Technically, you already learned how I could create a threat nasty enough to mess with Hell... but I'm not the ungrateful type." Kozuri said with an impish grin. "Anything in particular you want to know about? I'll answer what I can."


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)

"Ah, but I haven't learned HOW you managed to create that particular threat - just that you were the perpetrator. How'd you manage it? I'd have thought an effect of that magnitude would require the power of a god."


"Hah, no." Kozuri said, looking amused. "They stuck me in a machine that was designed to extract power and start creating useful effects from it. Unfortunately for them, they overlooked the fact that demand for power dropped off at night - but the extraction continued. Given my heritage, I'm not too shabby at controlling fire, and all that extra energy still responded to me... so I started fashioning it into creatures. Of course, once they used all their power, they disappeared... but it was a lot better than nothing. The devils couldn't stop me without breaking the letter of the contract, which they'd never do, so they had to put up with it. Took me... gods, ten years or so of testing things every night until I finally managed to get it right? Probably not something you could easily mass-produce."

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