The Forgotten God (Table 5)

Game Master Rednal

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


201 to 250 of 2,587 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Leaving Nidal was generally easier than entering it - though as you boarded the ship, you did see a mute monk standing there, staring at you until you were entirely out of sight. That actually took a few hours - the ship had other things to load. Still, the trip was relatively uneventful, and several days later you were in Westcrown, the shining capital of Cheliax.

...Er. That was what it had been when you'd last seen the place, at least. Now? The entire city looks like it's slowly crumbling - many places are in obvious disrepair, and while it's clearly occupied and active, its magnificence has suffered. It isn't Nidal, though, so at least there's that - and here you can actually hear a few children laughing. It doesn't seem like you'll be bothered much unless you try to leave the docks - you could search around for things to do here, or simply look for a ship heading to Absalom. There are definitely plenty of those.


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 looks around in shock. Why has the nobility allowed this to happen? This begs to be investigated. He proceeds to gather his things, disembark, and begin searching for lodging and the nearest center of learning.

Diplomacy (gather information): 1d20 + 1 ⇒ (5) + 1 = 6


The shock may have been a bit much - people who saw you tended to scoot away... not in awe and fear, as deities often (rightfully) deserved, but as if they'd seen a strange person it was best to keep away from, and it wasn't long at all until a trio of guards in blood-red armor formed up in front of you.

"Halt." the leader said, holding up one hand. "State your name and business in Westcrown."


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 wondered how long it would take for Hellknights to show up. ;-)

The uniforms were unfamiliar, but these individuals had the air of authority figures of some sort. How fortunate! Once they realized that he was no threat and only desired lodging and a place to research ancient history, they'd be on their way.

"I'm Astoroth, a mage and lover of knowledge. I'm on my way to Nex but was hoping to conduct some research at one of your libraries before I continue my journey."


"Cheliax is full of knowledge... for those who can be trusted to have it." the guard answered. "On the other hand, we've had reports of you rudely pestering people and bothering them even when they wanted you to leave them alone. Quite probably enough to charge you with being a public nuisance. Didn't your mother ever teach you to ask nicely if there was something you wanted?" One of the guards behind him idly cracked his knuckles.


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'm sorry if I've offended anyone. I haven't visited your country in quite some time, and clearly some things have changed since I was last here. I merely wished to find an inn, and if you could direct me to one near a library, I can guarantee that I'll stay out of everyone's hair. I'm more comfortable around books, after all." He gives a friendly smile at the guards in a (hopefully) nonthreatening manner. That statement about limiting access to knowledge was extremely concerning, but it was probably unwise to pursue that line of inquiry at this time.


"I got a better idea." the guard said, sneering. "You come down to the station in the morning to get registered, and we'll be sure to keep an eye on you. If you don't show up, well, our friends would be delighted to track you down and punish any little bits of rule-breaking. You'll stop bothering people and obey the law here - or face the consequences." With that, he turned around, and he and his men began marching 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)

Well, this was an odd development. Registration? Punishing 'little bits' of rule-breaking? Was this the new normal here? If so, what happened?

Putting his search for a library on hold for the time being, Astoroth focused on finding an inn. The key attribute was a private room. He was already a person of interest, and he doubted the red-armored guards would take kindly to him summoning Minion in public.


It wasn't as beautiful as it had once been, but Westcrown was still a major metropolis, and lodging wasn't difficult to come by. Once you'd found your Inn - a nice, quiet place away from the markets and near a library - the Innkeeper wasted no time in explaining that there was a curfew and you were not to leave the building once the sun went down. Unless, of course, you wanted the Shadow Beasts to kill you.

Still, there was about an hour until sunset if you did want to leave...


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 thanks the innkeeper for the warning and quickly headed to the library. A single hour was hardly any time at all, of course, but perhaps he could learn a few things before curfew.

Although he's looking specifically for history books, if anything particularly interesting catches his eye, he'll be sure to grab it. First Goal: determine how long he's been gone. Second Goal: learn how the world's changed. Third Goal: identify the weird dream symbol. He'll budget enough time to return to his room a few minutes before curfew.


Perception: 1d20 + 7 ⇒ (13) + 7 = 20

Finding a history book isn't hard - but the first thing you notice when picking through the books is that they're new... very new. More to the point, they've obviously been censored, and whoever did it wasn't careful enough to disguise that it was happening - at times, it was literally nothing more than stamping black ink over the text (though this appeared to be how it was originally printed, so there was no way of seeing the text beneath). A few things were fairly clear, though. There was a lot of praise for Asmodeus, the timeline suggested you'd been gone for several thousand years, and nothing matches the symbol you saw in your dream.

Returning to your room, at least, was easy enough - and the air seemed to get much chillier as the sun finally set. Your window had a fairly good view of the street below, and even as things got dark, a brief red flash could be seen from somewhere far away.

Going out was illegal (though possible, if you really wanted to), but going downstairs was unlikely to be any problem at all if you wanted to talk to anyone who was still around. Or, of course, you could simply go to bed for the night.

And recover that HP in your stat bar!


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 found another one of Astoroth's buttons! As I let my PCs' personalities develop organically, this is news for me as well. I think you just changed Astoroth's plans. ;-)

Censorship?!? And at this level? Why were they printed pre-censored? Have things changed that much? What happened that would warrant this? Temporary holding back information for the common good was one thing, but censoring entire history books? And why are they so new?

As soon as Astoroth is safely in his room, he summons Minion. "What's wrong with Cheliax? Has the empire gone mad?"

Spending the extra point to keep him available for 24hrs. That way I can summon him freely all day tomorrow.


Well, that's how the nation is. XD Though I admit I rather enjoyed getting to toss that in and see how Astoroth reacted.

Minion shrugged slightly. "Do I look like I keep track of every little nation?" he asked - and right now, his only real knowledge seemed limited to the planes. "Still, this one's more notable than most on this planet, given what the leaders did after Aroden kicked it. You want answers, go talk to the bartender or somethin' - I suggest playing dumb, acting like you grew up in the country and don't know much about the 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)

I'm glad you did. :-)

Minion was much less helpful than Astoroth remembered, but that couldn't be helped. All things would be made clear eventually. After all, knowledge shines a light in even the darkest places.

With a wave of his hand, Astoroth dismissed Minion and went to bed. Sleep would allow his brain to mull over what he'd learned.


Dawn was often pleasant, even on the metaphorical level - few things could compare to that "Ah-ha!" moment when everything finally made sense and fit into place. Unfortunately, you didn't have that feeling this morning, but the atmosphere seemed slightly less oppressive now that the sun had risen. There were already a few people downstairs, and you could smell freshly-baked bread coming out of the kitchen. Whatever haunted the nighttime streets clearly didn't put a stop to early-morning labor. Well, indoor labor, 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)

As usual, Astoroth cycles through his mental checklist before opening his eyes. He's in Cheliax, several thousand years have past since he lost his power, and he's currently in an inn. A lot has changed, and there is much knowledge to catch up on. Unfortunately, information in Cheliax seems to be restricted from the common masses. This is a disturbing fact that must be further studied....

Heading downstairs, Astoroth locates the barkeep and orders some breakfast. When it arrives, he attempts to ask a few friendly questions - although the small talk and meaningless pleasantries of regular people only came with difficulty. "If you have a moment, sir (or madam), I was hoping you could recommend some interesting locales in the area? I've traveled quite far to come here and want to make sure I see everything that's worth seeing. Also, if it's not too much trouble, could you direct me to the nearest guard station? Some red-clad men told me I needed to be registered before I could sightsee. If you can help, I'll make it worth your while."

Diplomacy: 1d20 + 9 ⇒ (8) + 9 = 17


The Innkeeper snorted slightly, but didn't look surprised. "If a guard tells you to do something, do it." he advised. "We take the law seriously here in Cheliax, and Queen Abrogail has the devils keeping an eye on things. Obey the law and you're as safe as a babe in its mother's arms - step out of line and only luck'll save you." He paused for a moment, allowing you to digest the information. "The Pleatra is up north - that's the main slave hall of the city, if you're looking to buy or browse. They say the shadow beasts are more common around it at night, too. Aroden's Rise is worth a visit, too, even if most people have given up on tending to it. The Arodennama's a big statue and been here longer than anyone can remember - oldest thing in the city. You may want to stop by the Qatada Nessudidia, too - it's the largest temple to Asmodeus in the city, and an obvious display of humility there is usually enough to put you on the devils' good side... such as it is."


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)

Extremely lawful society ... repeated mention of devils - possibly controlled by the Queen ... no mention of an Emperor or Empress ... large temple to Asmodeus ... when and why did Cheliax become a nation of devil-worshippers? ... this requires further study

Astoroth thanks the innkeeper for his assistance and tips him generously (25gp). He had no interest in acquiring slaves, but the other landmarks should prove enlightening. After getting directions to the guard station, he heads out.

1) Get registered and get a copy of the local laws
2) Visit Aroden's Rise and the Arodennama
3) Visit the Qatada Nessudidia

Of course, this is liable to change depending on what happens, but this is the planned order of events.


Getting directions to the guard station is easy, and the local inhabitants seem surprisingly willing to put you back on the right course the few times you get lost - all of them seem slightly nervous about the idea of helping anyone else violate the law in any way, accidentally or otherwise. Finally, you come to a local outpost and are ushered inside. There are seven men inside - all of them have Aroden's symbol stenciled in black on a red background. Six of them have the mark on a shield or tabard, while the man sitting at the desk has the symbol on his upper arm instead. "Ah. We've been expecting you." he said calmly. "Welcome to Cheliax, foreigner. I hope you enjoyed the trip from Nidal - the Midnight Cutter is a wonderful vessel, and we're always happy to see her in port. Let's get you registered, shall we?" With that, he opened a large book that had countless names neatly written inside. "Name, nationality, and purpose in Cheliax?"


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)

Their intelligence-gathering was quick and accurate. Unsurprising for such a lawful city. Of course, he hadn't made any effort to escape scrutiny - in large part because he was curious what would happen if somebody happened to recognize him. Maybe then he'd be able to get some questions answered.

The first and third questions were easy. "I'm Astoroth, wandering mage. I'm planning to travel to Nex to study at the Arcanimirium, but that's a rather expensive trip. I'm hoping to earn some coin in order to continue funding my journey - that's how I paid for the trip from Nidal. I'm also hoping to do a little sightseeing. Your country is quite impressive, and I very much prefer locations that haven't degenerated into chaos. It's difficult to study there."

The second question was a rather difficult one. Do deities really have a nationality? No matter, that was a topic to study another time. "I was born Taldan: the Threegates district of Cassomir."


There was a brief pause, then a scratching sound as the man wrote the details into the massive tome. "My nephew's a mage." he said conversationally as he wrote. "Getting to be rather good at it, too - they think he'll summon his first Imp soon. Little tyke wants to be the official conjurer for the crown someday." He set down his quill and looked up again. "In your case, I recommend limiting your sightseeing to the city, where we can keep an eye on you. From what I've heard, you haven't actually broken any laws yet, and we only care about punishing the guilty. Still, you're going to have to learn how to be polite - folk could take it the wrong way if you don't mind your manners. Anyway..." He pricked his thumb with a needle and pressed the bloody thumbprint into the book. "You're now registered, and you have seven days to enjoy the city. If you want to stay longer, you'll have to come get registered again, which will extend the maximum length of your stay by another week. I suggest coming in on the sixth day, just to give yourself a bit of extra time in case there's a line - and we'll either approve or deny the request based on the reports of your behavior. You're also required to report back within 24 hours of when you're leaving the city, so we can mark you as having moved on. Oh, and while you probably won't see them walking around openly, the devils are watching - they serve House Thrune and are legally empowered to enforce the laws of Cheliax. You may be able to strike a deal with them if you get into trouble, and I recommend trying to do so - it's usually better than the punishments they give." He closed the book, and the table shook slightly under its weight. "Enjoy your stay, Astoroth, and we look forward to serving you again."


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. "Yes, my apologies about yesterday. I'll remember to be more pleasant in the future. Aside from the curfew, are there any city laws that I should know about? I'd hate for my ignorance to get me into trouble."

---------------------------------------------------------

With the business with the guards concluded, Astoroth makes his way to Aroden's Rise.


The guard just smiled. "The laws are mostly what you'd expect. Don't oppose Asmodeus or the crown. Don't lie, cheat, steal, try to corrupt officials, or cast in unsanctioned ways. Contrary to our well-deserved reputation for strict enforcement, we're not actually interested in unduly punishing foreigners for their ignorance - but if you really want to be sure, hire a devil to be your adviser. If you hire them to give you legal advice and act in your best interests, they will."

With that, it seems your business was concluded.

At the top of Aroden's Rise, though, you see a truly massive statue of the Last Azlanti, ninety feet tall and carved out of white marble - surrounded by derelict and unkempt shrines all dedicated to the apparently-deceased deity. He may be gone, but the world has clearly not forgotten him. The statue was here the last time you looked in on the city, somehow brighter and stronger then - now it's dull, lifeless, and weathered. It's only a matter of time until Gozreh's storms finally bring it 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)

Astoroth slowly walk around the massive statue and attempts to determine if it's been modified in any way since he last saw it. In addition, he tries to figure out approximately when worshipers stopped coming here by assessing the decay on the shrines.

Knowledge(history?): 1d20 + 12 ⇒ (9) + 12 = 21
Perception: 1d20 + 9 ⇒ (9) + 9 = 18


From what you can tell, worshipers haven't totally stopped coming to this place. A few of the shrines are still being tended, and the occasional offering has been left out. Still, no large-scale attendance has happened in many years. As for the statue itself, it doesn't seem to have been particularly changed from the past (save for the weathering).

Finally, however, something flickers at the edge of your vision - the air itself seems to darken, forming into a semi-translucent, indistinct humanoid shape nearly seven feet high. It simply stands there, head slowly turning to follow you, but doesn't otherwise move.


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 are still a few worshipers, and there's no apparent mutilation to the statue. That's a good sign; at least the worship of other deities isn't completely forbidden here. When the figure appears, Astoroth stops his study. "Can I help you?"


For a long moment, the shadowy figure didn't respond. Then, finally, it spoke in a voice as soft as the wind blowing through a forgotten alleyway. "Who comes... to see the dead god?" it asked, insubstantial body flickering slightly as it continued to stand in place, unmoving.


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, a seeker of knowledge," the Endless Fount replied as he attempted to figure out what manner of creature addressed him.

Knowledge(arcana or engineering?): 1d20 + 12 ⇒ (3) + 12 = 15 Is it mechanical or magical?


While you're not entirely sure what the shadow is, it's definitely magical. The spectral figure was again silent for an oddly long time before it spoke up once more. "What knowledge do you seek?" the creature inquired. Its body started flickering faster as it spoke, as if it found it difficult to both talk and be there at the same time.


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)

Spend a spell point to divine as a Standard Action
Knowledge(arcana): 1d20 + 12 ⇒ (4) + 12 = 16 to identify any magical auras
Legendary Surge: 1d8 ⇒ 6

Curious about this magical creature, Astoroth focuses himself on the magical currents permeating the area and attempts to understand them. Maybe Book can shed some insight?

"Why is a dead god still worshiped? Are his followers still granted power? If so, how?"


The shadowy figure seems to be some type of illusion magic - some kind of combination of an image spell and something to produce the sound. Its creator probably isn't close by, which likely explains the delay in its responses.

"People... worship what they believe in. Does the truth really matter? Some gods are born because people believed in them before they existed - and truly killing a god is a difficult task. Perhaps they hope that enough prayer will enable him to return. But... to the best of my knowledge, his faithful do not continue to receive power." the illusionary shadow explained at some length, rapidly flickering back and forth until it paused and stabilized its form. "All the signs say that he is truly dead, and we weep for our loss."


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 about you? Where did you come from? Is your creator still alive?"


"Yes." the illusory creature answered. "This entity is not self-aware. I am... using it to communicate from safety. It is easier than leaving."


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)

"Are you conversing with me for a particular reason, or do you do this for all the tourists? If it's the former, wouldn't it be simpler to meet in person?"


"Didn't I just say it was easier?" the voice asked, sounding very slightly annoyed. "There's a reason for that. And as a matter of fact, I've been watching you since last night. You seem different from most of the people who come here, and not just because of that planar blood. Would you like to put a stop to the shadows that are haunting the night?"


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'd have to give me more information before I could make that decision. I'm on the guards' watch list, have never encountered a shadow beast, and have no reason to be wandering around after nightfall. How would exposing myself to danger like that be beneficial to me - and you?"


"My desires are simple. I want out. There's no legal restriction, nothing that would put you afoul of the devils - but I'm somewhere I can't get out of on my own. You said that you're seeking knowledge, and I can tell you how there's a threat big enough to create a long-term curfew that Hell - a place with effectively unlimited manpower, unlimited resources, and an incredible degree of anal-retentiveness about keeping things orderly - has been unable to eliminate the need for. In the hands of an intelligent person, knowledge is the most powerful weapon, right?" the shadow answered.


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)

"If Hell is unable to eliminate this threat you speak of, what makes you think that a lone Sylph can? You're correct when you say that knowledge is the most powerful weapon, but I'm loathe to commit to anything without knowing ALL the facts. Things like who and where you are, what's preventing you from escaping, the nature of the shadow beasts and how they're connected to your imprisonment, proof that I won't be doing anything illegal, and what you believe I can accomplish that a legion of devils cannot."


"To know ALL the facts, you'd have to be a god. The rest of us have to make do with what we can learn - and if you insist on knowing everything, then what actually happens is that you'll end up doing nothing. Besides, knowledge is power - I'm not going to hand over all of my secrets to someone I don't know. You'll get your answers if you help me - we'll both get what we want from the other, and that sounds like a fair trade to me. Where else are you going to learn things? From history books that get censored four times a year? From devils who love withholding critical information to trick you into mistakes? Maybe the friendly locals, who would surely care more about a stranger than the possibility of spies watching for a single misstep in what they say? I don't know what you're used to, but this is Cheliax. As for why it's you, though, that's simple - you're NOT a legion of devils. For all of its mystique, there are things evil would never think to do. That was the point, of course."


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)

"Fair enough. From what I've experienced here thus far, you have good reason to be secretive. Tell me what you want done, and then I'll make my decision."


When the voice spoke again, it sounded rather relieved. "All right, start by going north towards Rego Cader. Er, that's the ruined northern part of the city. There's a shrine to Sarenrae near the Pleatra, the big slave market. The guards and devils don't bother it much because Asmodeus is still on good terms with the Everlight and doesn't want to actively offend her - if you go behind the shrine, there's a small alcove with a bunch of holy symbols in it. One of the symbols there doesn't match the others - you'll have to find it and pull 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)

Astoroth nods and turns to leave. Before going to the Pleatra, however, he attempts to locate a market. There were a few items he wished to acquire before attempting this rather intriguing puzzle, and the detour would give him an opportunity to discretely see if he's being followed.


Roll Perception for that one. XD

If there's one good thing about Westcrown, it's the fact that its status as a major center of trade means there are bustling markets and products galore down by the docks. Almost everything within your budget is probably being sold somewhere, though you may have to ask for directions every now and then to find any uncommon items.


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)

Perception: 1d20 + 7 ⇒ (19) + 7 = 26


As far as you can tell, there's nobody specifically following you - though you do notice that the guards in the area tend to watch you for a few moments longer than they watch anyone else. But then, you are on some kind of watch list - they've probably been given your description and told to keep a closer eye on you. In the meantime, lots of shopping!

What're you looking for?


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 bandoliers, some alchemicals (acid, alchemist's fire, liquid ice), and a set of MW thieves' tools. I'm guessing holy water isn't generally available here. :-)


All except the holy water are commonly available, though I wouldn't show the thieves' tools in front of any guard. XD Holy Water can be purchased, but you'd need to negotiate directly with a temple and convince them that you're worth providing it to and it won't get them in trouble with the devils - and don't forget that it's the type of thing that detects as Good if anyone's searching for that. Unless you have a creative way of hiding it from Detect abilities, of course.


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)

Not at the moment, but it's not something Astoroth needs at the moment, anyway. My destructive blasts can be used a melee attacks if necessary if I happen to run into any incorporial foes.

Astoroth wanders around the market and makes a few purchases. Whenever he notices a guard paying him special attention, he makes sure to give the man a friendly nod. Letting them know that he knew they were watching should make them relax slightly. After all, who's foolish enough to do something illegal when he's aware that an authority figure is watching? Plus, those of dubious moral character tend to be uncomfortable around guards and would definitely avoid friendly greetings.

Basically just trying to show that I'm not a threat and don't care that they're keeping an eye on me. While I doubt it'll make the scrutiny stop, it should plant a seed of trustworthiness. Still trying to make up for causing trouble yesterday. :-)

Purchases
Thieves' Ring (300gp)
Bandolier x2 (5sp each)
Acid Flask x2 (10gp each)
Alchemical Solvent x1 (20gp)
Alchemist's Fire x2 (20gp each)
Antitoxin x1 (50gp)
Antiplague x1 (50gp)
Troll Syptic x1 (100gp)
Tanglefoot Bag x2 (50gp each)
Total: 681gp


There didn't seem to be much friendliness being offered in return - aside from the man who'd written you into the book, perhaps, but there was a good chance he'd been picked for that position because of an ability to be amiable. The Ring was a bit harder to find than most things, but a few inquiries - and several references to the fact that the guards knew who you were, were watching you, and would obviously blame you (and not the storekeeper) for any troubles - sufficed to get it into your hands.

...The gold probably didn't hurt, though. Noting everything you were carrying, the merchant also offered a large piece of cloth to turn into an impromptu bag (as a bonus for your purchase - it couldn't have been worth more than two or three coppers at most anyway), as well as your choice from a selection of backpacks (which, unlike the cloth, you'd actually have to buy) in case you wanted a better way of holding things.


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

Pleased with his purchases, Astoroth thanked the merchant and took the cloth. The man clearly hadn't noticed the Endless Fount's backpack, and the cloth may come in handy in the future. Leaving the marketplace, he began to fill his new bandoliers with the smaller alchemical items as he headed toward the Pleatra. Assuming he arrived without incident Once there, he began searching for the Sarenrite shrine.

Magus Kit comes with a backpack and a bunch of other adventuring essentials. It's easier than buying all the standard mundane equipment separately. :-)

1 to 50 of 2,587 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / The Forgotten God (Table 5) All Messageboards

Want to post a reply? Sign in.