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)

Astoroth nodded politely in understanding. "Very well. If you change your mind, my employer can be found in the bathhouse at (insert location here). Thank you for your time." His business concluded, he politely made his exit. He then proceeded to the well to meet up with Kozuri. Hopefully her task had gone equally smoothly.


It was quite arguable whether or not you'd succeeded in your mission - if she wasn't going to stop getting information somehow, or at least share it, hmm...

Kozuri was over by the well, though, and her own mission seemed to have gone well - though you did detect a few hints of lingering divine energy around her. It was entirely possible she'd... used some kind of talent to make things easier.


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)

"End the scheme if all else fails" can be interpreted two different ways. Astoroth is just choosing the one that's easier for him. It's unlikely that notTorch will agree, but that's a bridge to be crossed later. ;-) The Endless Fount is all about learning things, but he'd never FORCE someone to reveal a secret if they didn't want to.

Astoroth gave his associate a nod. "I see no book, so I presume you were successful. May I ask what you did?"


Kozuri coughed slightly. "I'm, uh, not too bad at persuading people when I put my mind to it." she said, sounding slightly embarrassed. "I think it's all the holy energy. Uncle used to warn me about trying to charm my way to everything I wanted, though - said it probably wouldn't work out too well, especially if I failed on something really important, so I try to not do it too much."


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)

"There's nothing wrong with being diplomatic and charming. Just be careful not to affect someone's mind. Freedom of thought is a person's most precious possession, as it determines what makes him or her unique." After a moment of reflection, Astoroth made an addendum to his statement. "You did well in persuading Lozar to take the book. My mission was only partially successful. Perhaps we could revisit it after we retrieve the artifacts, as negotiation of that sort aren't something I'm well suited-for. Navigating emotions and personal bias is ... difficult."


The flametouched girl nodded slightly, heading with you just outside of town and to the well. Wild grasses hugged the low wall that served as a base, and while climbing down took a few moments, it was nothing the two of you couldn't handle.

A dark pool fills the center of a vast chamber spilling out of its cracked basin. The trickle of water flows west through a short tunnel of rough-hewn stone and pools at the bottom of a collapsed well. Alcoves set in the walls give the illusion of staring at the flared hood of a cobra. Two altars face each other across the pool in the chamber’s northwest and southeast corners. A statue of a robed human male stands in the northeast corner, and what must have been its twin lies toppled in the southwest corner.

The shrine is completely dark - even the light from above seems oddly muted.


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)

Once they reach the bottom of the well, Astoroth takes some time to simply scan the area for anything of interest. He also checked for the presence of magic, as that would likely be the easiest way to locate the shipment.

Quick Divine. I'll concentrate for the full three rounds if any auras show up.
Taking 10 on Perception for a 25 (+1 vs traps)


You were less than a third of the way through your divination when an aggressive hissing sound could be heard - and two large snakes reared up from where they'd been carefully camouflaged near the intact statue. They didn't appear to be normal serpents, though - both snakes had a head on each end of their body (marking them, rather obviously, as Amphisbaena), and darted forward aggressively now that they'd been disturbed.

Init (Snakes): 1d20 + 2 ⇒ (14) + 2 = 16
Init (You): 1d20 + 9 ⇒ (8) + 9 = 17

They were quick, but your reaction speed was just a little bit quicker.

New map, by the way, showing your relative positions. ^^


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)

"Stay behind me and focus on the leftmost one first. They're not constrictors, but they do have a nasty venom." His advice given, Astoroth waits for the Amphisbaena to get within range before launching a bolt of magic at it.

Ranged Touch: 1d20 + 8 ⇒ (8) + 8 = 16 Bludgeoning Damage: 2d6 ⇒ (6, 1) = 7


The bigger they were, the harder they were to miss. ...Except for really strange creatures, anyway, in which case you were usually in some kind of trouble. Your blast sunk straight into the creature, even as it charged around and bit out with one of its heads. The other Amphisbaena had gone south instead, aiming for Kozuri.

Melee: 1d20 + 8 ⇒ (3) + 8 = 11

Aaaaaaand I'm pretty sure that's a miss. XD


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)

"Back up toward the well shaft. The tunnel's narrow enough that they'll have to come at us one-at-a-time." As he retreats slightly, Astoroth unleashes a flurry of blows.

Unarmed Flurry: 1d20 + 5 ⇒ (9) + 5 = 14 Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Unarmed Flurry: 1d20 + 5 ⇒ (17) + 5 = 22 Damage: 1d6 + 4 ⇒ (4) + 4 = 8

Next Round
Unarmed Flurry: 1d20 + 5 ⇒ (1) + 5 = 6 Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Unarmed Flurry: 1d20 + 5 ⇒ (6) + 5 = 11 Damage: 1d6 + 4 ⇒ (6) + 4 = 10

Next Round
Unarmed Flurry: 1d20 + 5 ⇒ (7) + 5 = 12 Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Unarmed Flurry: 1d20 + 5 ⇒ (5) + 5 = 10 Damage: 1d6 + 4 ⇒ (6) + 4 = 10

Next Round
Unarmed Flurry: 1d20 + 5 ⇒ (13) + 5 = 18 Damage: 1d6 + 4 ⇒ (5) + 4 = 9
Unarmed Flurry: 1d20 + 5 ⇒ (11) + 5 = 16 Damage: 1d6 + 4 ⇒ (3) + 4 = 7


Mortal Combat:

Bite: 1d20 + 8 ⇒ (12) + 8 = 20
Bite: 1d20 + 8 ⇒ (14) + 8 = 22
--
Bite: 1d20 + 8 ⇒ (9) + 8 = 17
Bite: 1d20 + 8 ⇒ (4) + 8 = 12
--
Bite: 1d20 + 8 ⇒ (14) + 8 = 22
Bite: 1d20 + 8 ⇒ (11) + 8 = 19
--
Bite: 1d20 + 8 ⇒ (16) + 8 = 24 for Damage: 1d8 + 2 ⇒ (6) + 2 = 8
Bite: 1d20 + 8 ⇒ (19) + 8 = 27 for Damage: 1d8 + 2 ⇒ (8) + 2 = 10

Fort Save (DC 14): 1d20 + 14 ⇒ (9) + 14 = 23
Fort Save (DC 14): 1d20 + 14 ⇒ (10) + 14 = 24

The second attack of your first flurry was the only accurate strike - and while the snake wasn't much better, its last two attacks did manage to hit (though your natural constitution was enough to throw off the poison). Kozuri managed a few hits of your own, but the creature had a fair bit of vitality left - and wasn't backing down.


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 bites hurt, but Astoroth was far from incapacitated. Shifting his stance, he began to study the serpent's movements in order to better predict where the heads would strike. Activating Snake Style. He'll attempt to deflect the first attack to hit him each round. SM is +17, and any retaliatory strike will be at +7 to hit.

Unarmed Flurry: 1d20 + 5 ⇒ (17) + 5 = 22 Damage: 1d6 + 4 ⇒ (5) + 4 = 9
Unarmed Flurry: 1d20 + 5 ⇒ (15) + 5 = 20 Damage: 1d6 + 4 ⇒ (2) + 4 = 6

Next Round
Unarmed Flurry: 1d20 + 5 ⇒ (1) + 5 = 6 Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Unarmed Flurry: 1d20 + 5 ⇒ (1) + 5 = 6 Damage: 1d6 + 4 ⇒ (3) + 4 = 7

Next Round
Unarmed Flurry: 1d20 + 5 ⇒ (19) + 5 = 24 Damage: 1d6 + 4 ⇒ (6) + 4 = 10
Unarmed Flurry: 1d20 + 5 ⇒ (16) + 5 = 21 Damage: 1d6 + 4 ⇒ (3) + 4 = 7


*Stares at that second round, kind of impressed*

Your next two blows connected solidly with the Amphisbaena, visibly dealing a significant amount of damage to it - given your current strength, it probably couldn't have survived one more blow from you (a blow you delivered a few seconds later, after a particularly fierce strike left you off-balance).

The enemy's attacks!:

Bite: 1d20 + 8 ⇒ (14) + 8 = 22
Bite: 1d20 + 8 ⇒ (9) + 8 = 17
--
Bite: 1d20 + 8 ⇒ (6) + 8 = 14
Bite: 1d20 + 8 ⇒ (11) + 8 = 19

None of its own blows managed to land before you could finish it off - and with one of the beasts dead, it was easy enough to pin the remaining one between you and your companion, putting it out of your misery.

With the creatures gone, you were able to complete your divination - and the results were immediate. The entire area was filled with a mostly-passive power - one recognizable as that of a permanently unhallowed area, and a continued search made it clear that this area was, in fact, a shrine of sorts... to Apep, one of ancient Osirion's snake gods. (His realms of interest? Dangerous rapids, drowning, and darkness that consumes all light... up to and including the light of knowledge. Not exactly a friend of yours.)

Still, you had a job to do, and it wasn't long before you found a compartment in the intact statue's base. The compartment contains several items, including a burial mask carved from lapis lazuli, three clay tablets describing funerary practices, and a rod of the viper carved from a single piece of petrified wood to look like a fanged serpent.


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)

Before retrieving the items, Astoroth drinks a pair of curative potions.
Cure Mod: 4d8 + 6 ⇒ (6, 2, 8, 4) + 6 = 26

Did any of the other items detect as magical?


Nope. The rod is the only magical item 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)

Retrieving the items, Astoroth turns to leave. Being in a location dedicated to a different deity - especially one with antithetical tenets of belief - was making him uncomfortable.


Kozuri followed you out of the well, seeming a bit nervous herself - though she quickly moved to help get you (and the recovered items) safely up the well again. The bigger concern was how you were going to get them into town... your contact probably didn't want their existence made public, though you could always simply have them inspected (and taxed) anyway. Otherwise, you'd have to look for a route over the walls - probably not too hard, given your teleportation abilities...


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)

Getting the artifacts into the city unnoticed should be simple - especially if they weren't on the Material Plane. With a brief surge of divine power, Astoroth sent them to an extradimensional pocket for safekeeping.

Wild Arcana. I forget the name of the specific Warp talent, but it's the same place I keep my crafting materials.


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 name of the talent is Extradimensional Storage.

Once they're safely inside the city, Astoroth makes his way back to the bathhouse, retrieving the artifacts once he's past all the inspection checkpoints.


With no artifacts on you (they checked, quite thoroughly, but all was in order), getting through the gates was a simple affair - and your contact nodded as you arrived, carefully examining each object as it was delivered. "And how did your other tasks go?" he inquired calmly.


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 book's been delivered as requested. Madam Zelekhati is not interested in revealing what she knows and showed no fear at the possibility of violent repercussions. However, she does possess a ring that radiates powerful conjuration magic. Based on my observations, I can deduce that she uses it to communicate with a creature hidden in her colored sand garden. In regards to the message from the Hundredfingers ..." Astoroth removes the pendant from his pocket. "... the Red Mantis is in town, and they're interested in your whereabouts."


He grunted at that last one. "Persistence alone doesn't guarantee success." he said. "You've done well enough, I suppose." He waved a hand, and his servants brought out several items - most prominently, old maps.

One is a map of Osirion, clearly marking Eto and an unnamed site to the north. The second map has a much smaller scale and marks the route between Eto and the mystery location. The last sheet has a charcoal drawing that depicts two large rock outcroppings connected by a smooth wall with a single gate. It is entitled “Seeker’s Folly” and signed “V.L.”

"Those will take you where you want to go. Deviate from the path only if you know what you’re doing. Otherwise, stick to the landmarks." He
paused to consider another thought. "Normally this is where I would say ‘pleasure doing business with you.’ However," he added with a grisly grin, "I’m going to throw you something extra for free — just because I’m such a caring individual. You’re not the only ones who know about that site. I hear a group of foreigners set out from Totra not too long ago and are after the same prize. Sounds like there’s no time to waste."

Congratulations on reaching Level 4! You can level immediately, and update your profile as soon as your choices have been reviewed in the discussion tab. (I'm not expecting any problems - I just like to double-check things just in case. XD)


You're up, by the way. ^^


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)

Yeah, I know. XD Since I don't have HeroLab, leveling my character takes FOREVER. I also realized that I've forgotten about Minion and needed to level him up a few times. No major changes: he now has 30 HP and access to the Life Sphere. He has 1 spell point and CL 2.

Astoroth takes the map with a nod. "Thank you. Do you have any other information about our competition?"

After hearing the broker's response (if any), Astoroth turns to Kozuri. "Are you ready to proceed?"


*Lightbulb*

The broker had nothing else to tell you - not unless you were willing to pay a great deal for the information, anyway. Kozuri, on the other hand, nodded at your question. "I'm definitely ready to leave this pe- place behind." she said, quickly correcting herself. While she didn't object to helping you, it seemed clear that she found the information broker distasteful at best, given how she'd largely avoided even speaking to him.

Still, there was one important thing to do before you proceeded - stop and talk to the man who'd sent you on this mission in the first place. After hearing your report, he smiled cheerfully and passed out your payment for work done thus far - 1,850 GP in coin. Kozuri got a small coinpurse of her own, and looked rather cheerful at having earned something.


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)

Thanks. XD I'd been under the impression that we only report back to the Blakros people when we had the specifics about the Sages.

His report made and reward received, Astoroth turned to Kozuri. "Apparently, time is of the essence. Unless you urgently need to procure something from the markets, we should journey to the site at once."


You were promised compensation for work done to get this information, and this is an honorable family. They have every reason to follow through. XD

"Let's just make sure we have enough supplies for the trip." Kozuri said, clearly familiar with the dangers of the desert. Indeed, food and water were both rather important... and easy to store in your dimensional pocket, too. "Ah, we could also try to gather information, if you'd like." There was no telling what you might be able to learn that way - information about who else was heading there, possible alternate routes, and so on.

For normal travel, you can follow the directions you were given. You can also try to go faster and cut across the area to speed things up, in which case your talent in Survival will be tested. As another possibility, you could purchase mounts.


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 distance do we have to travel if we follow the directions? Trying to get an estimate on how much supplies might be needed.

Astoroth gives the girl an approving nod. "Very good. Time can usually be made up, so gathering information whenever possible is always the best course of action."

While collecting the needed supplies, Astoroth makes several inquiries regarding Seeker's Folly, possible hazards, alternate routes, and any recent expeditions heading in that direction.

Inspired Diplomacy (gather information): 1d20 + 16 + 1d6 ⇒ (15) + 16 + (6) = 37
Hours: 1d4 ⇒ 1


It doesn't actually say - just gives stuff for how quickly you can arrive. XD Assume you'll have enough.

Really, for you, the question of whether or not to gather information was more like an answer, and that answer was "yes". More relevantly, you were able to get plenty of data.

The route described in the map is rarely used, though the caravan masters are familiar with the oasis and the terrain surrounding it. They provide some advice about how to equip properly and avoid common desert hazards. (Granting you a +1 bonus on any Survival checks made while traveling from Eto to Seeker’s Folly.)

The gnoll clans have grown increasingly bold, and abductions along the common trade routes are becoming increasingly common. Survivors of the recent gnoll attacks remember that the gnolls often attacked during the hottest time of the day, when the camels were resting and the heat shimmer disguised the glimmer of the gnolls’ weapons.

More immediately relevant, a pair of travelers asked questions about the same oasis a few days ago. One flashed a bronze badge bearing a snake emblem when questioned by customs agents.


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 information about gnoll ambushes was unsurprising, really. Desert bandits were not uncommon, after all. Learning that they favored attacking while travelers were seeking shelter from the heat of the day simply meant that he knew when to be especially vigilant. Both he and Kozuri had protection from the heat, so they could afford to take fewer breaks - although he did have to remember that his companion would still require sustenance.

After considering the various options, Astoroth decided to hire a pair of mounts and take a shorter route through the desert. The other adventurers had a several day head start that would need to be made up.


Give me three Survival checks, please. ^^ Don't forget your bonus from gathering information.


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)

Survival: 1d20 + 11 + 1 ⇒ (11) + 11 + 1 = 23
Survival: 1d20 + 11 + 1 ⇒ (8) + 11 + 1 = 20
Survival: 1d20 + 11 + 1 ⇒ (3) + 11 + 1 = 15

Can Kozuri Aid?


Yes. No need to, though - you passed. XD

Taking your steeds - good desert mounts, both - you set off across the desert. It got harder and harder to keep track of the right path as you got further away from the city, but in the end you managed it, and made outstanding time heading towards your destination. After stopping at an oasis (and repulsing an assault by gnolls who didn't realize how outclassed they were), the remainder of the journey through the desert proceeds uneventfully, with only the rise and fall of the dunes to break the monotony.

A low, uneven hill of granite appears on the horizon to the northwest, presenting the only shelter for miles around. Although the crag appears solid from a distance, on closer examination there is a wide fissure in the rock sealed by a heavily weathered stone wall fitted with a large iron door.


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)

Upon arrival, the first thing Astoroth did was scan the site - paying special attention to the door. He had no idea whether or not the competition had arrived, so he made only a quick look. Of course, what he considered a speedy once-over was still vastly more perceptive than what many mortals could even hope to see.

Inspired Perception: 1d20 + 16 + 1d6 ⇒ (15) + 16 + (6) = 37 (+2 vs traps)


The iron gate that seals the entrance is heavy and partially buried by sand, yet it is unbarred and can be opened with enough brute force. The archway’s ceiling contains a recessed inscription (probably in Ancient Orisiani) that has avoided the worst of millennia of erosion. It might be possible to translate the message.


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 examines the inscription. Although he did not speak the language, by analyzing symbol frequency and the location of repeated patterns, he may be able to determine an approximate meaning if the sample was large enough.
Inspired Linguistics: 1d20 + 13 + 1d6 ⇒ (7) + 13 + (5) = 25

As he approaches the archway, he scans the area for signs of the competing adventuring party. While footprints tended to vanish quickly when the wind shifted the sand, signs that the heavy gate had been opened recently should be easier to see.
Survival: 1d20 + 11 ⇒ (20) + 11 = 31


The inscription is a message to travelers, evidently looking to offer them shelter from the winds. However, you're able to note even the finest details... and a series of accidental-looking chips and scratches have changed the meaning of the words, making it more akin to sheltering people from the "winds of time" instead.

There don't seem to be any signs of your competitors, though it's not clear how far behind you they might be. They could show up in a few minutes, or hours after you've left.


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 decision to take the most direct route appeared to have been a good one. With a last look around, Astoroth moved to the door and motioned Kozuri to assist.

STR Check?: 1d20 + 4 ⇒ (9) + 4 = 13
Surge (if necessary): 1d6 ⇒ 4


Kozuri grunted slightly as she came over to assist - and you did end up needing a surge of energy to shove open the heavy door. With the gate open, you can see your way straight ahead to a courtyard (which appears to have a few creatures shuffling around in it... they haven't noticed you, but certainly will once you advance far enough) - to the immediate right after the entryway, there's a set of stairs, going up to what looks like a guardhouse overlooking the gate.


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)

Seeing the movement, Astoroth motions for Kozuri to halt. Creeping a little closer, he searches his memory to see if he recognizes the figures.

Stealth: 1d20 + 13 ⇒ (19) + 13 = 32

What are the creatues?
Inspired Knowledge(everything but local): 1d20 + 1d6 ⇒ (1) + (5) = 6


Thank goodness 1's aren't auto-fails on skill checks, eh? Not that it requires any special knowledge to tell that they're undead... specifically, plague zombies and one carrion golem.


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)

"Miss Kozuri, it seems we have some undead guardians ahead of us. They're carriers of disease, but the big one is weak to fire."

I can't remember how SoP interacts with SR. Is it based on the individual powers?


Spheres are subject to Spell Resistance unless stated otherwise. Notable Exception: Destructive Blast, because it deals Bludgeoning damage, and there's precedent for magic-caused physical damage to not be subject to SR. Also, I'm not mean enough to have DR and SR work against the basic Sphere attack. (Elemental variants of the blast would be subject to SR, by the way. They're always subject to ONE form of defense, but not both.)

Kozuri snickered as she snapped her fingers, calling flames into her palms. "Fire I can do." she said. "You wanna go up to the Guardhouse and try to hit them from far away, or just hit 'em from down 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 nods. "My range is limited, but I should be able to hit them once they draw a little closer. The Guardhouse will provide us higher ground and cover in the odd chance these creatures possess projectiles. Focus on the large one first. It's the most dangerous."


...Is that attack now, or head up? They are wandering a bit, but not much closer to where you are - not enough to be relevant, anyway. Kozuri'll act as you wish.


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, okay. I thought they were right inside the entrance. If I'm able to avoid them, that's preferred. Is it possible to look around the complex without engaging them? Aside from the gate and the guardhouse, I have no idea what's around.


You can reach the guardhouse above the entrance without disturbing them. Otherwise, you will have to pass where they are. You could always try stealth, of course. Lemme pop a map up...


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)

"... for the moment, though, as they have yet to notice us, let's go to the guardhouse. The elevated position will let us better see our surroundings. It may not be necessary to fight these creatures."


Kozuri nodded and followed you up the steps to the guardhouse where - with great care - you opened the doors and looked inside. The place clearly hadn't been used in a long time. A stone cabinet once served as a weapons locker (and reveals five +1 seeking bolts), while a tarnished bronze brazier dominates the center of the room. The place is otherwise empty, although it does have some awfully nice firing slits on either side...

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