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)

"You speak of only one of the gems. What of the second? The Ruby Sage told me what she saw." Astoroth made eye contact with the gadgeteer. "As I've stated, I have no desire to enter hostilities with you. Most conflicts can be solved peacefully without too much difficulty. If you do decide try to fight, however, I'll mention that I encountered the Behir, just like you did. Overcoming that obstacle was not particularly difficult. No threat, just making sure you have enough information to make an informed decision, as you're clearly considering your options."


One of the men just grinned. "Information is valuable, too. Let's just say that come what may, we plan to get out of this pretty well... and I don't really trust someone whose idea of chatting is making smart-mouthed claims with no evidence. I bet you just ran from it, same as us. So allow me to make this easy for you - walk out the door or get ready to be hurt. I don't care what you do after we leave, but we've no intention of letting you spoil anything before we can get paid."


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 shook his head slightly. "I'm afraid I can't do that. I'm here to recover the gems - a mission that you're currently impeding. As we appear to have conflicting goals, it seems that hostilities are inevitable."

Readied Action: use Telekinesis to catch the object that's clearly about to be thrown at me. Will DC 20 negates, although I do still have Deflect Arrows up as an additional precaution.


The expected toss came - a small bag of sorts, clearly with something in it, but it wasn't immediately clear what. Right on its heels, the other man raised his hand and chanted something unrecognizable - but the effect was obvious as a wave of sleepiness assaulted you. Not outright violence, then, but something to put you down until they could complete their mission.

Will DC 19 Negates: 1d20 + 14 ⇒ (4) + 14 = 18 ...Feel like boosting that one? 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)

I'll Surge that. Falling asleep on the job is very unprofessional. ;-)


Right-o! ...And it's your turn now. ^^


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)

What happened with the thrown item? Did I successfully catch or deflect it?


You set yourself up to Catch it, didn't you? So that'd be it. 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)

SoP's version of catch is weird in that it's a Will (negates) power. Hence the DC 20 in my original post. ;-)

With a slight exertion of his will, Astoroth sends the strange projectile back at it's thrower.

Not exactly sure if I need a roll or not but am assuming this would be a Bludgeon attempt.
To-hit: 1d20 + 12 ⇒ (16) + 12 = 28


As the bag of powder hit the ground, it lit up, momentarily filling the air around them with blinding light. (You, fortunately, were far enough away that it wasn't a problem.)

Fort DC 13 Negates: 1d20 + 12 ⇒ (19) + 12 = 31
Fort DC 13 Negates: 1d20 + 6 ⇒ (3) + 6 = 9

One of them let out a yelp as the light seemed to take hold of his eyes - the other held his hand up and chanted a spell to speed up his own movements. He wasn't attacking just yet, but when he did, his blows were definitely going to come quickly...


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)

One of them was likely out of commission for a little while. Even if was only temporary, he should have plenty of time to take down the spellcaster. Nonlethally, of course. These two weren't trying to cause permanent harm, and it was only fair that he return the favor. Pulling out a tanglefoot bag, he lobbed it at the caster.

Ranged Touch: 1d20 + 9 - 1 ⇒ (10) + 9 - 1 = 18

Reflex DC 15 or be glued to the floor (entangled on a successful save) for 2d4rds

Which one is blind? Also, if my attack misses, I'll use my glimpse of the future from earlier to give myself a +1d4 bonus to the roll.


The one on the left was blinded.

The effects of the bag of light (or... probably a powder of some kind, the way it had bulged, that had been set off) didn't seem particularly lasting. The Tanglefoot bag, on the other hand-

Reflex: 1d20 + 13 + 1 ⇒ (9) + 13 + 1 = 23

-didn't slow the other man very much, and he darted forward before sweeping out with a sickle that had an oily edge.

Melee: 1d20 + 12 + 1 ⇒ (10) + 12 + 1 = 23

It was a narrow miss, but hey - "close" only counted with horseshoes and alchemist bombs. The other man was furiously rubbing his eyes, and he probably wasn't going to be out of commission for very much longer.


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 long is he Entangled?: 2d4 ⇒ (1, 1) = 2
Figures...

Taking a step to the east (because soft cover is nice to have vs ranged attacks) as he dodged the sickle, Astoroth responded with a quick pair of punches to the man's solar plexus.
Unarmed Flurry (nonlethal): 1d20 + 6 ⇒ (3) + 6 = 9 Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Unarmed Flurry (nonlethal): 1d20 + 6 ⇒ (1) + 6 = 7 Damage: 1d6 + 4 ⇒ (3) + 4 = 7

EDIT: The dice roller hates me right now for some reason....


Numbers often seem bunched that way, yeah. XD And don't forget to update the map when you move!

The other man matched your step, even as his friend moved forward, then lashed out with a rapid series of sickle blows.

Melee: 1d20 + 12 ⇒ (6) + 12 = 18
Melee: 1d20 + 12 ⇒ (18) + 12 = 30 for Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Melee: 1d20 + 7 ⇒ (15) + 7 = 22
Fort Save DC 16: 1d20 + 15 ⇒ (8) + 15 = 23

One of the blows managed to strike, the other came close. Meanwhile, the other man had finally shaken off the blindness, and raised one hand to point at you. A burst of magic promptly erupted out of his fingers, sinking into your mind in an attempt to Confuse you.

Will DC 19 Negates: 1d20 + 14 ⇒ (14) + 14 = 28

...Suffice to say it didn't work.


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)

Snake Style: 1d20 + 18 + 1d6 ⇒ (12) + 18 + (4) = 34

Accurately predicting the man's strike, Astoroth deflected the blows with a forearm block. Ignoring the mage for the moment (the unknown oil on the sickle was more immediately concerning), he turned his block into a quick riposte and followed up with a double palm strike to the man's temples.

Snake Fang AoO: 1d20 + 8 ⇒ (18) + 8 = 26 Nonlethal Damage: 1d6 + 4 ⇒ (4) + 4 = 8
Unarmed Flurry: 1d20 + 6 ⇒ (5) + 6 = 11 Nonlethal Damage: 1d6 + 4 ⇒ (4) + 4 = 8
Unarmed Flurry 2: 1d20 + 6 ⇒ (16) + 6 = 22 Nonlethal Damage: 1d6 + 4 ⇒ (6) + 4 = 10


Your first blow struck the man, but was the only one to do so as he ducked under your double palm strike and slipped backwards, reaching behind his back as he did so. A moment later, a pair of explosives were hurled through the air and right towards you.

Ranged Touch Attack: 1d20 + 11 ⇒ (9) + 11 = 20 for Fire Damage: 4d6 + 2 ⇒ (5, 2, 5, 4) + 2 = 18
Ranged Touch Attack: 1d20 + 6 ⇒ (1) + 6 = 7

Meanwhile, the other man had drawn a shortbow and was rapidly firing arrows through the air - he might have been out of useful spells.

Ranged Attack: 1d20 + 11 ⇒ (2) + 11 = 13
Ranged Attack: 1d20 + 6 ⇒ (10) + 6 = 16


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 knocks one of the bombs harmlessly to the side. The other is ignored, as it has no chance of hitting him (although splash damage might, depending on where it ends up). Unfortunately for the two men, they'd attacked with lethal force. As such, Astoroth had no reason to continue holding back. Focusing his energy, he launched a powerful bolt of concussive force at the bomber before stepping up into striking range.

Augmented Destructive Blast: 1d20 + 9 ⇒ (16) + 9 = 25 Lethal Bludgeoning Damage: 4d6 ⇒ (5, 1, 5, 1) = 12

Deflect Arrows: 2/10 rounds remaining


Splash!: 1d8 ⇒ 4 for 6 splash damage.
Reflex DC 16 Halves: 1d20 + 15 ⇒ (11) + 15 = 26

Your blast struck solidly, but it was clearly going to take a fair bit more to bring him down - and a bit of flame washed over you from the lingering splash. The man lashed out with his sickle a moment later, probing your defenses.

Melee: 1d20 + 12 ⇒ (19) + 12 = 31 for Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Melee: 1d20 + 12 ⇒ (10) + 12 = 22
Melee: 1d20 + 7 ⇒ (17) + 7 = 24 for Damage: 1d6 + 3 ⇒ (1) + 3 = 4
Fort Save DC 16: 1d20 + 15 ⇒ (18) + 15 = 33

The other man, in contrast, drew out an instrument of some kind... and you could feel the first hints of magic start to come from it (probably to help his ally somehow).


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)

Snake Style: 1d20 + 18 ⇒ (15) + 18 = 33

Astoroth deflected the first two strikes, but the third managed to get through his defenses and inflict a shallow gash on his arm. He responded with another quick set of strikes, more designed to create a distraction than cause damage, as he observed the mage.

Unarmed Flurry: 1d20 + 6 ⇒ (14) + 6 = 20 Damage: 1d6 + 4 ⇒ (5) + 4 = 9
Unarmed Flurry: 1d20 + 6 ⇒ (8) + 6 = 14 Damage: 1d6 + 4 ⇒ (1) + 4 = 5
(the other guy's a Bard, right? XD)
Spellcraft: 1d20 + 16 + 1d6 ⇒ (17) + 16 + (6) = 39


Yeah, that's probably obvious enough by now. XD He's a Bard.

Neither of your attacks quite managed to land on the man as he duck and wove through your strikes. "Come on, is that all you've got!?" he prodded, continuing to slice out with his blade as the other man played an inspiring song. The blade itself honestly wasn't a huge threat - it was the poison that still coated it, and which seemed to be much more enduring than most toxins...

Melee: 1d20 + 12 + 2 ⇒ (9) + 12 + 2 = 23
Melee: 1d20 + 12 + 2 ⇒ (18) + 12 + 2 = 32 for Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Melee: 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 19
Fort DC You-Only-Fail-On-A-One: 1d20 ⇒ 17


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)

Snake Style: 1d20 + 18 + 1d6 ⇒ (14) + 18 + (2) = 34

His opponent was proving to be quite elusive. Changing tactics, Astoroth pulled out the broken rod and swung at the man's head.

Improvised Weapon: 1d20 + 10 ⇒ (10) + 10 = 20 Damage: 1d6 + 4 ⇒ (3) + 4 = 7

Deflect Arrows has worn off, by the way.


Yeah, but they don't know that... XD

The rod whistled through the air as the man ducked and stepped back. Reaching down to his waist, he pulled out a slender vial and downed the contents. As he did so, you could see his muscles bulge up slightly, courtesy of some kind of alchemical extract. His friend continued playing inspirational music - and the two of them clearly had no intention of giving up anytime soon. It might be wise to look for a way of speeding this 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)

Wild Arcana for an augmented Shrapnel Blast

This was proving more challenging than anticipated. Perhaps a change of tactics was in order. Drawing on a portion of his power, Astoroth fired a wave of flechetes at the musician before leaping toward him. If his friend was threatened, perhaps the alchemist would back down.

Ranged Touch: 1d20 + 9 ⇒ (12) + 9 = 21 Piercing Damage: 6d4 ⇒ (1, 2, 4, 2, 2, 3) = 14
Add 6 bleed damage if it hits

Acrobatics: 1d20 + 13 ⇒ (20) + 13 = 33


The bard let out a yelp of pain (looking like he could take one more blast of that strength, but probably not two), even as the alchemist stepped down and into a flanking position before swiping out. With his extract, his friend's music, and his position all helping him, his strikes were coming faster and harder than ever before. On the bright side, he wasn't a rogue...

Melee: 1d20 + 12 + 2 + 2 + 2 ⇒ (8) + 12 + 2 + 2 + 2 = 26 for Damage: 1d6 + 5 ⇒ (1) + 5 = 6
Melee: 1d20 + 12 + 2 + 2 + 2 ⇒ (18) + 12 + 2 + 2 + 2 = 36 for Damage: 1d6 + 5 ⇒ (2) + 5 = 7
Melee: 1d20 + 7 + 2 + 2 + 2 ⇒ (17) + 7 + 2 + 2 + 2 = 30 for Damage: 1d6 + 5 ⇒ (6) + 5 = 11
Fort Saves (starting on the first successful attack): 3d20 ⇒ (1, 3, 12) = 16 Ah, a hit! Only the first one counts. Unless you've got a way of changing that, 1 Con Damage.

The layered effects seemed to be working out quite well for him as he let out with a vicious series of blows, and his weapon finally lost its poisoned potency as it found a point in your system.

The bard, meanwhile, was busy pulling out a sap and swinging it toward your head. He wasn't quite as strong as his friend, though the music and his positioning was definitely helping.

Melee: 1d20 + 10 + 2 + 2 ⇒ (3) + 10 + 2 + 2 = 17

...For a very generous definition of "help", 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)

The bard also takes 6pts bleed damage.

The sickle blows hurt, and he could feel something else working to erode his vitality. Nontheless, the bard looked shaken up by Astoroth's last attack, and so the pain from his wounds was only a temporary distraction. Focusing himself, Astoroth backed up and launched another blast at the already-wounded bard.

Ranged Touch: 1d20 + 9 ⇒ (7) + 9 = 16 Bludgeoning Damage: 4d6 ⇒ (5, 5, 4, 6) = 20
If that doesn't hit, I'll use my glimpse of the future to increase the attack roll by +1d4.

Current Effects: 1pt CON damage


Yup. ^^ I haven't forgotten.

Didja Fail The Second Poison Save With a Natural One?: 1d20 ⇒ 4 Survey says "nope". Poison's done.

As it turned out, there was no need to mess around with the future - the blast was accurate, and the bard winced as he pulled out a potion and downed the contents. Given the way the bleeding stopped, it was definitely a healing potion of some kind. He was able to keep the song going, but didn't advance back into melee range - quite the opposite, removing the other man's flanking bonus.

Melee: 1d20 + 12 + 2 + 2 ⇒ (7) + 12 + 2 + 2 = 23
Melee: 1d20 + 12 + 2 + 2 ⇒ (19) + 12 + 2 + 2 = 35 for Damage: 1d6 + 5 ⇒ (3) + 5 = 8
Melee: 1d20 + 7 + 2 + 2 ⇒ (1) + 7 + 2 + 2 = 12
...I suddenly feel much better about rolling the poison first. 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)

Batting aside the sickle, Astoroth reflexively responds with a backhand.

Snake Style AoO: 1d20 + 8 ⇒ (18) + 8 = 26 Damage: 1d6 + 4 ⇒ (2) + 4 = 6
If that hits: 1d20 + 8 ⇒ (7) + 8 = 15 Damage: 1d6 + 4 ⇒ (5) + 4 = 9

Seeing the bard begin to heal himself, he tumbles toward him and unleashes a magically-enhanced punch.

Acrobatics: 1d20 + 13 ⇒ (7) + 13 = 20
If it helps, I'll spend my glimpse of the future for a +1d4 bonus

Augmented Destructive Blast
Melee Touch: 1d20 + 8 ⇒ (10) + 8 = 18 Bludgeoning Damage: 4d6 ⇒ (5, 3, 2, 5) = 15


Your first fang-styled strike hit - the second one didn't. As for tumbling past...

1d4 ⇒ 1

...even a glimpse of the future wasn't quite enough to let you totally avoid a slash as you went by.

AoO: 1d20 + 12 + 2 + 2 ⇒ (13) + 12 + 2 + 2 = 29 for Damage: 1d6 + 5 ⇒ (3) + 5 = 8

The good news, such as it was, was that his movements suddenly started to slow. It looked like the power he'd used to hasten himself had finally worn off, which meant he wouldn't be able to attack quite as hard now. The other man got an attack in as well (lack of defensive casting could leave you vulnerable...), and-

AoO: 1d20 + 10 + 2 ⇒ (10) + 10 + 2 = 22

-couldn't quite manage to smack you upside the head before your blast hit him in the chest and ripped him open. He'd withstood the blow, but wouldn't be able to take another hit like that, and worked together with his companion the alchemist to get back into flanking position.

Melee: 1d20 + 10 + 2 + 2 ⇒ (10) + 10 + 2 + 2 = 24 for Nonlethal Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Melee: 1d20 + 12 + 2 + 2 + 2 ⇒ (3) + 12 + 2 + 2 + 2 = 21
Melee: 1d20 + 7 + 2 + 2 + 2 ⇒ (5) + 7 + 2 + 2 + 2 = 18


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)

Snake Style: 1d20 + 18 + 1d6 ⇒ (5) + 18 + (3) = 26

Batting aside most (but not all) of the sickle blows, Astoroth unleashed a flurry of punches at the bard. Hopefully this would be enough to drop him.

Unarmed Strike: 1d20 + 6 ⇒ (1) + 6 = 7 Damage: 1d6 + 4 ⇒ (4) + 4 = 8
Flurry: 1d20 + 6 ⇒ (13) + 6 = 19 Damage: 1d6 + 4 ⇒ (2) + 4 = 6


The first blow whiffed into empty air - the second hit the bard right in the chest. He was looking very hurt indeed now, and one more hit (even a normal attack) would likely be enough to drop him. As for how lethal that hit would be, well, that was up to you... and the two of them were attacking with increased force.

On the bright side, they couldn't flank you anymore - and were moving to block your route of retreat instead.

Melee: 1d20 + 10 + 2 ⇒ (6) + 10 + 2 = 18
Melee: 1d20 + 12 + 2 + 2 ⇒ (3) + 12 + 2 + 2 = 19
Melee: 1d20 + 7 + 2 + 2 ⇒ (4) + 7 + 2 + 2 = 15

They might have been spending too much time on their movement, though, because none of their blows came close to actually hurting you... and it appeared this brutal melee was finally starting to shift decisively in your favor.


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)

Snake Fang AoO: 1d20 + 8 ⇒ (3) + 8 = 11 Damage: 1d6 + 4 ⇒ (5) + 4 = 9

Evading their blows, Astoroth responded with another flurry of attacks. They'd used explosives and poison on him, so he wasn't holding back.

Unarmed Flurry: 1d20 + 6 ⇒ (11) + 6 = 17 Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Unarmed Flurry: 1d20 + 6 ⇒ (15) + 6 = 21 Damage: 1d6 + 4 ⇒ (6) + 4 = 10

Continuing to target the bard.


The first hit dropped the bard, the second missed his friend - but he looked about done anyway. "Enough!" he said, backing off. "You're a hell of a lot tougher than you look - and this job ain't worth our lives. You win, okay?"


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 second to stabilize the bard before holding out a hand. "Your associate is stable for the time being - although I can't speak for his chances if you make any more foolish decisions. Kick your weapon toward me, and toss me the gems you took. Then tell me about this job of yours."

Casting cure at minimum CL. The bard gains 1 temp HP that will last for 1hr.


He tossed the weapon over - looking clearly relieved that his friend wasn't going to die here - then tossed over a topaz jewel. "That's the only one we've got. We were hired to bring back one gem. I sold the other to someone who contacted me on the way back - figured it was a good way to get paid twice for one job, you know?"


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 retrieved the sickle and pocketed the gem. "I need two more things. Information about the individual to whom you sold the other jewel, and your reason for coming here. What group were you planning to return the gem to?"


"The lady who hired me, of course." he shrugged, answering your second question. "I think she styles herself the leader of some group of lore-keepers. I don't think she's a liar - wouldn't have taken the job if I did, y'know? - but I don't think she's as experienced as she'd like other people to believe."

His answer for the first question sounded an awful lot like the man who'd given you directions to the place where you'd found the shards of the Ruby Jewel...


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 group of lore-keepers that's interested in having ancient gemstones returned to them? That sounds suspiciously like the Order of the Jeweled Sages. Most interesting....

"Where were you going to meet the woman? I'd very much like to meet her. Once you tell me, you're free to tend to your associate, and I'll leave you alone."

The information about the bathhouse broker would have to wait for now.


"Further inside. There's a couple rooms before you'll meet her." the man said, indicating the door opposite the entrance and waiting until you were well and truly away from his friend before darting over to check (and tend to) his injuries. The journey back wasn't going to be fun for them, but they'd likely make it.


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)

With a nod of understanding, Astoroth heads in the direction indicated.


As you crossed to the other doors, the main doors behind you burst open - and the Sapphire Sage walked in, panting slightly. He looks exhausted, and his clothes are burnt and torn. "Oh, good. You're here." he said, glancing around the room and clearly understanding what had gone on. "I'm happy to say the Pillars of the Sun are now a safer place. How has your search gone, aside from getting here in the first place?"


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 in greeting. "I've recovered the topaz gem and have a lead on the other. In addition, from what I've been told, someone else is interested in the jewels. She's waiting further in this complex."


"There's many who'd like them, I think. Knowledge ought to be treasured - and like any good treasure, not given to everyone who wants it." With that thought in mind, he helped you open the doors to the next chamber.

This chamber’s floor angles upward as it meets the walls, which in turn angle inward like those of a pyramid, creating a space shaped like a cut diamond. The walls are smooth and somewhat transparent, like foggy quartz, save for where three opaque doors stand to the north, east, and west. In the center of the room, a clear 5-foot diameter crystal hovers a short distances from the floor and spins slowly. The Sapphire Sage stepped forward as you entered and squinted at the crystal for a moment, then turned to you. "It's a security system." he said. "You'll have to identify yourself in a way it accepts in order to get past. Don't rush in with me, or it'll probably attack you." He passed a familiar-looking ruby into your hands (and it looked much more whole than before) and moved further forward, stopping in front of the crystal.

"I am the Sapphire Sage, here seeking the Diamond Sage." You could feel a faint psychic presence from the crystal as it flashed slightly. The crystal briefly showed an image of a Garundi man walking toward the north door in the room, then a small, key-shaped sliver broke off of the crystal. The Sapphire Sage calmly took the key, glanced back towards you and nodded, then proceeded through the northern door. The key vanished when the door shut, and the crystal was whole once more. As you got within ten feet, you could feel an empathic feeling from the crystal - of curiosity and inquiry as it tried to determine who you were.


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 fingers the jewel in his hand. "I am Astoroth, bearer of the jewel of the Ruby Sage, here seeking the Diamond Sage."


An image of the whole Ruby Jewel appeared in the depths of the security crystal, and it appeared to ponder this for a moment. It gave off a sense of acceptance a moment later, and the northern door opened all on its own. (Why you didn't need a key was unclear.)

Past a long hall up ahead, two curved ramps ascend gently from one end of a semicircular room toward its northwest entrance. More than a dozen statues line the intricately painted walls, and all face toward an immense crystal that projects from the southeast wall. The statues are carved in the Osiran fashion, some bearing the heads of animals, and many holding objects like staves, ankhs, oil lamps, and scepters in their supple marble hands. Four engravings in the likeness of gemstones are set into shallow circular recesses in the floor arrayed before the huge jewel.

The Sapphire Sage was ahead of you, by the large crystal, and nodded as you arrived. "All right, thi-" as he touched the door, there was a bright flash of light from it. When it cleared, the Sapphire Sage was trapped within a crystalline prism like an insect sealed in amber, and the four oil lamps held by the statues had lit with bright white light. A booming voice - likely in Ancient Osiriani - echoed through the chamber a moment later.

Linguistics to Understand: 1d20 + 13 ⇒ (19) + 13 = 32

Rather fortunately, you'd been reading enough of the language recently to have a chance of understanding it, and managed to catch its meaning: "As the light aligns, so too do the sages stand."

Two of the lamps are shining light on the carvings, the other two are directing their light elsewhere.

This is totally a puzzle... and kind of a weird one, actually. o_O Like, more complex in the book than it probably needs to be. Incidentally, your 'Know Secrets' ability can reveal information about it if you inquire about how to free the Sapphire Sage.


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)

Unless the statues around the chamber represent Osiriani deities, this strikes me as a "match the gem-holder to the gem" puzzle. Unfortunately, Astoroth hasn't had time to sufficiently research the history of the Jeweled Sages, so I don't think I can justify making Knowledge checks. And trial-and-error is probably a really bad idea. XD

If he'd had time, Astoroth would have relished examining the decorations and working out how this defensive measure functioned. Unfortunately, the man responsible for paying him for this job was trapped, and there was no telling how long he would stay alive in that crystal. Focusing himself, he tapped into the power of his recovered soul shard and basked in the unending flow of information. After several seconds of pure bliss, he looked back at the room with a new set of eyes.

Activating "Know Secrets". I want to know how to bypass/disable the crystal trap, how to free the Sapphire Sage, and the consequences for failure.

I'll also state that if the power involves tapping into the Sapphire Sage's mind, Astoroth won't use it. Mind control is anathema to him, and would never use "Know Secrets" on a person.


Dismissing the effect holding the Sapphire Sage involves illuminating the four gemstone carvings with blue, green, yellow, and red light — the same sequence that appears in the spectrum of visible light — refracted from the crystalline doorway. Each color is matched to one of the Sage Gems (with Diamond apparently being represented by the huge gem in the wall). Successfully solving the trap here will free him.

By shifting the positions of the lit oil lamps, you can alter the angles at which the light hits and door and scatters throughout the room, and only a few such combinations can cause the colored light to fall on the gemstone carvings in the appropriate way. Right now, none of the lamps are in the correct position. Only one statue is situated correctly to shine red light on the easternmost carving, yellow light on the next, and so on.

Each carving is a different shape that is commonly used in Ancient Osiriani fashion when cutting four different precious gems: sapphire, emerald, topaz, and ruby respectively from southwest to northeast, which match the colors of light that need to be reflected onto them. As your eyes scan the room and countless information floods your brain-

Carving the statues from stone in honor of the Sages-
Greatest honor my family has ever known-
-do anything for water right now.
The three burning eyes, they watch me.
I've dedicated my life to the Sages.

-you soon start to recognize the features of the statues. One of them looks much like the Sapphire Sage, another like the Ruby Sage - clearly the correct places for their respective lamps. You've never truly seen the others, but that's no barrier to divine knowledge, and you simply know which statues represent the Topaz and Emerald gems as well. With that knowledge and the colored light in your mind, the solution is clear.

Incidentally, arranging the lamps incorrectly would call out the area's guardian, a Glass Golem possessing mythic power...


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 arrange the lamps correctly, then. ;-)


Good plan. XD

Once the four carvings are lit by the correct colors of light, the crystalline door splits down its center, and the Sapphire Sage's prison melts away. He looks rather... frazzled, and shook his body a bit. "Sorry about that - I had no idea that was going to happen." he said, glaring slightly at the lanterns. "I get the feeling this place isn't very friendly to outsiders - even when those outsiders are guests. If you'd rather not risk any more traps yourself, I'll understand. Your friend must be waiting for you, too." he sounded genuinely concerned for your well-being.


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 are better than one. When one stumbles, the other can lift him up," replies Astoroth. This is far too interesting for me not to see all the way through. Additionally, it's impossible to plan for all possible contingencies, so having someone to back you up is always wise."

It was true that he'd broken his own rule by venturing off without Kozuri, but that couldn't be helped. When conducting a chase, those who couldn't overcome an obstacle would be left behind until either they caught up or the time-sensitive event had passed. Leaving Kozuri was regrettable but necessary, and Astoroth was sure she'd understand when he eventually returned to her. Despite her occasional fiery outbursts, she seemed a logical sort and would understand his reasoning.


...Said the man who made so many contingencies he managed to become a god.

A broad, simple, flat-topped column of sandstone rises from a deep pit in this circular, domed chamber with a white tiled floor. Though no wind can be felt, particles of sand slowly blow around the pit as if circulated by a lazy breeze, their movement creating a soft, rasping susurrus.

The only occupant of this room is a Garundi woman bedecked in the style of an Osirian noblewoman.

"Ah." she said, looking up as the two of you entered. "Welcome home. I am the Diamond Sage, Tahonikepsu - and I must say, I've been most impressed with how the two of you have handled things." she glanced your way. "Especially your guest, Sapphire Sage. I was a little worried the two thieves would have reached here before you, but you chose your assistant very well indeed. Come, both of you - sit down, and let us talk." she gestured to a few chairs set up nearby.

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