Mystery of the Keepers (Inactive)

Game Master DireMerc

Razmir the man known as the living god is making his move expanding into neighboring nations. It seems nobody can stop him as his power truly seems to be that of a god. A select few know the secret of his power and are taking steps to end his rule with the help of another who wields the same power as Razmir. Sazed Khaim a member of the old order of the keepers.

Houserules:

Houserules:

Casting: When casting a spell defensivly if you fail you do not automaticly lose the spell, rather you provoke an attack as you normally would for not casting defensive. If you are hit you must make a concentration check dc 10+damage taken if you fail this check you lose the spell.

Rolls:
Many rolls will be handled by the GM in secret.(don't worry, I don't fudge.)
Any result that can influence the character behavior will not be rolled open.
Rolls that will be handled by the GM:
Perception
Sense Motive.

if you make the check I will send you a pm or make a post and put it in a spoiler depending on the situation.

Sometimes I will roll Initiative others I will ask you to roll depending on the situation. In some situation (rarely) I will bypass init entirely and have you all go first and enemies second or have enemies go first and you all go after.

Combat rules:
I'm a fair GM, I dont roll combat in secret, I don't change results, I don't ignore bad calls from the characters.
Sometimes, character dies, but I'm not a player killer, if I think that an encounter will be easy handled, when it should be more challenging, I will make it a more challenging, if the party it's not prepared to face something, I will drop hints, if they insist... well killing one or two players never made me lack sleep...

Actions:
I'm a GM that do not punish the character for trying something new or cool, or even strange. Visual appealing actions are encouraged, the dc will of course depend on what are you trying, but you can try! If what you want to do is wicked cool, I can even bend the game mechanics to allow it! The most importat part is: Everyone have fun.

Posting Rate
If it could be done, I expect 1/day posting, if you can post more, it will really good.
During weekend, this rule does not apply. If you are able to post, great! But dont stress over this, everyone need some time to rest (In my case, I need time to play and DM :D on my tabletop games).

Level up
Aside from character creation, when you level up, if you want something not from core rulebook, you'll need to search it inside the game. basicly what you need to do is just show in game your character is searching for that knowledge. This rule is not meant to prohibit anything, I just don't like something like this: "Character always as a full caster, never picked up a sword in his entire life, and then he gain a new level and says: Master, I'll level up as a fighter now..."

Link to images


1,051 to 1,100 of 1,189 << first < prev | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | next > last >>

Male Tiefling (Kyton-kin) Summoner (Synthesist) 10 [HP: 24+76/85+76 | AC:32| T:17 | FF:29 | CMB:+18 | CMD:23 | Fort:+9 | Ref:+11 | Will:+13 | Init:+9 | Perc:+19 (Darkvision 60') | Spd 30]
Lyaro Swordstar wrote:
Good stuff and I like your main profile name KarlProsek .. fellow rifts fan here.

Love that setting. Rules are iffy but the world is awesome.

Krafnik Thorgrappin wrote:

still looking for what you all would like or need in a character?

So Sorcerer,Monk healer, Magus, Summoner, inquisitor... hmmm

Eh. This summoner is more of a front-line tank than a caster; I wouldn't count on him to cast spells, personally.

I'm the FNG and I haven't taken a deep dive into everybody else's sheets but skimming the lineup it looks like we're good on melee FPS/direct damage and tanking. Utility casting and battlefield control could use some help. I don't know who our Face is, either (my guy has a high Cha but his Diplo mod is only +9).

If it were me introducing something new here I might go Witch or Arcanist. Or Druid, maybe.


Male Human Paladin(Divine Hunter - Oath of Vengence)/Bard lv 4: max hp 36/36, Ranged: +8 rapid shot; init +7, perc 12, F 11 R 14 W 11, AC 19, ff 14, t 14

there's a game I haven't played in thirty years... Rifts... Got to love the flexibility, but damn its Monty Haul ability is off the charts...

If I am going battlefield control it will be with a witch for sure. There is just nothing like it. Divine wise most likely a Evangelist Cleric for buffy mcbufferson goodness. I can get something with trap abilities in there using a trait for disable device or an archtype which grabs it if the group needs some rogue like loving. I can face with anything given the right traits.


So this game has been going on for a very long time and a lot has happened but since we have a some new players I will try to recap for you.

This adventure started with the group being contacted by a man called Sazed Khaim a scholar who needed an artifact recovered from a forgotten ruin. The group traveled to the The logging town of Falcon’s Hollow were they found that the town was being attacked by undead.

They defeated several groups of undead and eventually made their way to the ruin were Sazed had asked them to retrieve the artifact only to discover that the cultist of the whispering way had already arrived at that location and were using the artifact to create an army of undead.

The group cleared the ruins and retrieved the artifact from the cultist leader who driven insane by the artifact and the powers it granted him believed himself to be the whispering tyrant Tar-Baphon reborn (he was not). However at this location they also found a strange seal that had been broken.

When the group returned to falcon's hollow with the artifact they were attacked by a powerful undead knight that seemed impervious to all damage. Sazed khaim intervened and using a strange ability to increase his strength to absurd levels sent the creature flying into the distance.

Once safely inside a ship traveling to Absalom Sazed revealed to them to that the whispering way was working with Razmir to recover six powerful artifacts created by an ancient secret order called the Keekers. Razmir it seems has promised the cultist that if they recovered the artifacts he wanted he would use his power to free Tar-Baphon from his prison for them.

This order was responsible for the safekeeping of all knowledge and innumerable rare and powerful artifacts. Razmir it seems was once a member of this order but he betrayed them stealing one of their most precious relics and arranging for most of the order to be exterminated. Sazed it seems was one of the few survivors.

Sazed now had one of the artifacts that Razmir wanted and he knew that Razmir had another but 4 remain out in the world in hidden vaults built by the keepers. Sazed did not know the location of the other vaults so while he worked on securing the recovered artifacts and finding the location he asked the group to help him gather more information on their enemies.

Here we deviated from the home-brew stuff and played the adventure paths Masks of the Living God followed by City of Golden Death more or less as written with a few twist and elements from my own game added in. The group found out that the cult of Razmir was planning an expedition to the dreaded Isle of Terror thanks to information given to them by the cult of of the whispering way. Hidden within the island's negative energy storms, the secret treasure city of the wizard-king Tar-Baphon has lain sealed for centuries. Now masked cultists have opened the golden city of Xin-Grafar to claim the wealth of the legendary city for the Living God Razmir. The party followed them to the island and defeated the cultist and the entire city self-destructed because of a trap left behind by Tar-Baphon to prevent anyone from stealing his treasure. The cultist sent for this mission were hand picked by Razmir and it seems their orders were to secure a massive amount of wealth and to go to a contact in Thuvia to deliver it.

(I think it was around this time that Devyhn died?) He was later resurrected by during his time in the afterlife Devyhn was given a mission by his goddesses to investigate the theft of a soul from the realm of souls. The thief apparently was in Thuvia. He was also given the mission to stop Razmir as he was experimenting with something that the Goddess saw as a grave blasphemy against her.

The group traveled to the land of Thuvia to investigate the murder of a merchant who had paid the church of Pharasma in advance to resurrect him in the event of his death. However every attempt to resurrect him it seems had failed because his soul was missing. Apparently stolen away after it had reached the real of souls (something that should be impossible and Pharasma herself was a bit peeved about it)

The merchant Anvanory it seems had just recently won the bid to purchase the fabled Sun Orchid Elixir. The potion of eternal youth. Only six vials of this potion are sold each years and each one sells for hundreds of thousands of gold.

The daughter of the merchant had receive a ransom not. Her father's soul would be returned if she gave them the elixir in exchange.

The group contacted the daughter Naila Anvanory and she hired them to retrieve her father's soul and find those responsible for his murder.

The group investigated the murder checking all of the merchant's rivals and even traveling to the Boneyard to visit the scene of the crime (were the soul was taken) evidence found at the scene indicated that the thief was none other than a protean a creature of pure chaos. Joined by an Inevitable from the plane of Axis the group traveled to the plane of Limbo and tracked down the Protean responsible for stealing the soul. The one who had bound the Protean and forced it to steal the soul was none other than the High priest of Pharasma in Thuvia. A man who was working with agents of Razmir (and who had lost his cleric powers months ago and was faking it fooling everyone into thinking he still had Pharasma's favor) but had in his old age become afraid of dying and was planning to to steal the sun orchid elixir for himself.

The group attacked the false priest and exposed him to his followers and recovered the lost soul but even so were then apprehended by the town guard for the murder of a high priest pending an investigation.

The group was in prison when a paladin of Sarenrea came to their rescue and told them Anvanory manor was under attack and that the one who had arranged for their imprisoned was an agent of Razmir.

The merchant had been revived and the elixir had been delivered and the cultist of Razmir were making a desperate attempt to steal it before Anvanory could drink it.

The group arrived just in time to save the merchant and his daughter and defeat the agents of Razmir once more.

Once the group had left Thuvia they receive news that Razmir was making an offense that half the river kingdoms had been conquered and that he was even threatening to take over Lastwall.

Sazed however had located another of the artifacts that were likely the key to defeating Razmir. This one was located in a Keeper vault hidden underneath the city of Kaer Maga.

This vault had recently been discovered and news was spreading as dozens of expedition of mercenaries had entered the place and returned with hordes of treasure and rare artifacts.

However the majority of those who entered never returned at all and those who did warned that the place was a maze of death with traps, monster and clockwork guards around every corner.

And that's more or less were you are now.

Feel free to add or correct me I wrote this mostly from memory.

Dark Archive

male Human Oracle 8 (divine herbalist-life mystery) 75 hp max, +6 f, +6 r, +8 w, perc +19, init +7

Here is the bones of the wizard Necromancer who worships Aroden I am going to play. Still working on it.

Grand Lodge

Male Oread monk (master of many styles, monk of the sacred mountain, qinggong monk) 2/warpriest (sacred fist) 9 l AC 37 T 28 FF 31 l HP 115/115 (115/115)l F +18 R +14 W +19 (& reroll vs mind effects) l Init +3 l Perc +24

Interesting. Not enough there for detailed comments. Don't like that he does not know haste. Would be nice if someone in our group knew haste...


Male Elf Magus 10 HP:48/72|AC:24|T:16|FF:19|CMB:+7|CMD:22|Fort:+8|Ref:+8|Will:+8|Init:+5|Perc :+19| Arcane Pool: 5:10

Achren used to have haste, I can memorise it.. added by me.

Dark Archive

male Human Oracle 8 (divine herbalist-life mystery) 75 hp max, +6 f, +6 r, +8 w, perc +19, init +7

Since the sunmoner isn't summoning I thought I would go classic necromancer, but we want buff so let me do some changes


Male Gnome Sorcerer 10 | hp 70/70 | AC 20, T 17, FF 16 | Fort +9, Ref +9, Will +10 | Init +3 | Perception +15 Google Drive Sheet

Arkanost has haste!

Grand Lodge

Male Oread monk (master of many styles, monk of the sacred mountain, qinggong monk) 2/warpriest (sacred fist) 9 l AC 37 T 28 FF 31 l HP 115/115 (115/115)l F +18 R +14 W +19 (& reroll vs mind effects) l Init +3 l Perc +24

It seems we have Haste covered. While there are few spells a party cannot do without (Dispel Magic comes to mind) Haste is important enough to deserve special mention.


Male Gnome Sorcerer 10 | hp 70/70 | AC 20, T 17, FF 16 | Fort +9, Ref +9, Will +10 | Init +3 | Perception +15 Google Drive Sheet

I've got that too! And a few other fun toys as well.


Not sure about welcoming a necromancer to the group. Do you summon undead? That might pose a problem because to worshippers of Pharasma that is a terrible blasphemy and this group has an inquisitor of phaarasma and has met her herald twice and will likely do so again.

Grand Lodge

Male Oread monk (master of many styles, monk of the sacred mountain, qinggong monk) 2/warpriest (sacred fist) 9 l AC 37 T 28 FF 31 l HP 115/115 (115/115)l F +18 R +14 W +19 (& reroll vs mind effects) l Init +3 l Perc +24

And Gossan is now Lawful Good as well... a recent convert.


Male Gnome Sorcerer 10 | hp 70/70 | AC 20, T 17, FF 16 | Fort +9, Ref +9, Will +10 | Init +3 | Perception +15 Google Drive Sheet

Arkanost is only NG, but would also be mighty uncomfortable around undead.

Dark Archive

male Human Oracle 8 (divine herbalist-life mystery) 75 hp max, +6 f, +6 r, +8 w, perc +19, init +7

Ok change to exploiter wizard concentrating on summoning and conjuration spells with some good generization.


Male Tiefling (Kyton-kin) Summoner (Synthesist) 10 [HP: 24+76/85+76 | AC:32| T:17 | FF:29 | CMB:+18 | CMD:23 | Fort:+9 | Ref:+11 | Will:+13 | Init:+9 | Perc:+19 (Darkvision 60') | Spd 30]

Damn, DM. That's a hell of a game. Thanks for the recap.

Achren still has Haste. The only thing I switched out was Reduce Person for Infernal Healing. Everything else is the same.

I used to run a LN necromancer who justified using mindless undead by saying that 1- it wasn't taking the person's soul out of their place in the River of Souls and 2- it's like recycling. Why just leave perfectly useful bodies lying around when they can kill bad guys for you? Granted, she was tipping toward LE, but she didn't do anything big-e Evil unless you really buy into the 'necromancy spells are inherently Evil' thing, which I don't really.


@Anatoli I think that would be preferable thank you. I normally don't have an issue with necromancers but sometimes they aren't the best choice.

@Achren that works with some groups but the church of Pharasma considers the creation of any undead souless or not a disruption of the natural order and in their eyes it is a crime. (usually punishable by death but not always -it depends how many you made and if they believe you intent to make more or not) I read a book that looks into this quite a bit called deaths heretic. The entire novel is from the point of view of an inquisitor of pharasma and I used a lot of the content of that book for my adventure.


I will look to Add Anatoli to the adventure shortly.


Male Gnome Sorcerer 10 | hp 70/70 | AC 20, T 17, FF 16 | Fort +9, Ref +9, Will +10 | Init +3 | Perception +15 Google Drive Sheet

DireMerc. Let me know if I'm ever pushing it too far with silly/strange uses of spells. My goal is only to use it for entertaining/fun thematic uses not to break the game or cheat the rules. I try not to push it beyond what I would allow my own players to do in a rules as intended scenario.

For example here, I am basically trying to use bluff for the core mechanical purpose of "give me that thing for free" and the warp metal is more of a flavor/fun "justification" or circumstance bonus type thing.


Nah that's fine. I don't mind fluff and actually encourage it. What I don't like is cheeze and gaming the system for an advantage.

Dark Archive

male Human Oracle 8 (divine herbalist-life mystery) 75 hp max, +6 f, +6 r, +8 w, perc +19, init +7

Close to introduction?


I have a few ideas on how to introduce you to the group.

I will pm you in a bit to talk options.


I'm working some overtime hours this week doing 12 hours shifts everyday so I'm a bit tired taking a little break from posting for a few days will resume full steam Monday but will try to get a post in here and there.


Male Elf Magus 10 HP:48/72|AC:24|T:16|FF:19|CMB:+7|CMD:22|Fort:+8|Ref:+8|Will:+8|Init:+5|Perc :+19| Arcane Pool: 5:10

all good


The liquid you used to turn the lead into gold could could also have been used to make a elixir of Resurrection by mixing it with a healing potion but I'm not sure what kind of check it would be to figure that out. Spellcraft? Knowledge alchemy probably but that's not really a skill hmm...

The elixir of Resurrection loses it's potency and becomes useless after 1 hour however so whether or not it would have been useful depends.

Grand Lodge

Male Oread monk (master of many styles, monk of the sacred mountain, qinggong monk) 2/warpriest (sacred fist) 9 l AC 37 T 28 FF 31 l HP 115/115 (115/115)l F +18 R +14 W +19 (& reroll vs mind effects) l Init +3 l Perc +24

So you are just taunting us? :P


Pretty much LOL I was also curious was skills you have that you think would work spellcraft? knowledge arcana? Craft alchemy if you have ranks maybe.

In any case you could always whip up another batch.

Dark Archive

male Human Oracle 8 (divine herbalist-life mystery) 75 hp max, +6 f, +6 r, +8 w, perc +19, init +7

if we had a high level alchemist we could preserve the elixir of resurrection indefinately with the right alchemy. It would be main skill craft alchemy, then secondly spellcraft as it is not yet made, and to recognize it afterwards it would be know arcana. Last but not least anyone attempting to mix it without craft alchemy would have to go with use magic device I would think and attempt to activate a non class item... (talk about too much GM'ing what a geek I am)


Also not sure if I mentioned this before or not but I don't usually post on weekends much as during my days off I like to get away from the computer since I'm sitting in front of it the rest of the week.

Grand Lodge

Male Oread monk (master of many styles, monk of the sacred mountain, qinggong monk) 2/warpriest (sacred fist) 9 l AC 37 T 28 FF 31 l HP 115/115 (115/115)l F +18 R +14 W +19 (& reroll vs mind effects) l Init +3 l Perc +24

Its likely worth the resources to "jump" across the room with magic. Gossan can tap the tumble checks but I am pretty sure there is more afoot here than those spikes.


Hehehe no of course not. Nothing unusual here.

Grand Lodge

Male Oread monk (master of many styles, monk of the sacred mountain, qinggong monk) 2/warpriest (sacred fist) 9 l AC 37 T 28 FF 31 l HP 115/115 (115/115)l F +18 R +14 W +19 (& reroll vs mind effects) l Init +3 l Perc +24

This is a crazy room!

I think I recall you have some house rules about concentration checks, yes?


That is for fighting defensibly and the rule is simply if you attempt to cast a spell defensibly you provoke attacks instead of losing the spell and if you get hit you make a concentration check dc 10 + damage dealt or lose the spell. (instead of juts losing the spell)

And yes this is one of my favourite rooms in this dungeon very well designed.

Around 80% of the traps, monster and layout used to make this place are taken from the adventure module Seven swords of Sin. I just had to modify it since it's a 7th level adventure and I needed to incorporate my own story elements into it.

Dark Archive

male Human Oracle 8 (divine herbalist-life mystery) 75 hp max, +6 f, +6 r, +8 w, perc +19, init +7

We still here?

Liberty's Edge

Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17

I didn't have any special prep or shopping to do, so I was just waiting for us to head back into the dungeon.


Male Tiefling (Kyton-kin) Summoner (Synthesist) 10 [HP: 24+76/85+76 | AC:32| T:17 | FF:29 | CMB:+18 | CMD:23 | Fort:+9 | Ref:+11 | Will:+13 | Init:+9 | Perc:+19 (Darkvision 60') | Spd 30]

Same, Achren didn't have any errands to do.

Grand Lodge

Male Oread monk (master of many styles, monk of the sacred mountain, qinggong monk) 2/warpriest (sacred fist) 9 l AC 37 T 28 FF 31 l HP 115/115 (115/115)l F +18 R +14 W +19 (& reroll vs mind effects) l Init +3 l Perc +24

Anyone keeping a loot list? We should at least liquidate the larger bulkier items to cash or gems for easy transport.

We have 10K of party gold now (the reward). Do we need to buy any communal items for healing or the like? Wands of Curing? Wand of Lesser Restoration? We could get both a wand of Lesser Restoration and a wand of Cure Mod for 9K. A wand of Cure Serious would be 11.25K. and for out of combat healing the cure light wands are the best "value".

Dark Archive

male Human Oracle 8 (divine herbalist-life mystery) 75 hp max, +6 f, +6 r, +8 w, perc +19, init +7

great ideas on the wands. Go on ahead with those. However, I will need another scroll of teleport to get us back where we came from as well since I am not high enough level to get us all in one trip.


I'm going away for a few days back on the 13th


Been having a lot of trouble accessing the site lately I was starting to wonder if I would ever be able to get back in.

I'd like everyone to sound of for the moment see who is still around.


Male Gnome Sorcerer 10 | hp 70/70 | AC 20, T 17, FF 16 | Fort +9, Ref +9, Will +10 | Init +3 | Perception +15 Google Drive Sheet

Still here, good to go

Grand Lodge

Male Oread monk (master of many styles, monk of the sacred mountain, qinggong monk) 2/warpriest (sacred fist) 9 l AC 37 T 28 FF 31 l HP 115/115 (115/115)l F +18 R +14 W +19 (& reroll vs mind effects) l Init +3 l Perc +24

Here, but leaving for Dragon Con tomorrow and will not be back until Monday night. I might post some but will be pretty busy.


Male Tiefling (Kyton-kin) Summoner (Synthesist) 10 [HP: 24+76/85+76 | AC:32| T:17 | FF:29 | CMB:+18 | CMD:23 | Fort:+9 | Ref:+11 | Will:+13 | Init:+9 | Perc:+19 (Darkvision 60') | Spd 30]

I'm here. Hopefully the Ysoki got everything patched up for good this time.


Male Gnome Sorcerer 10 | hp 70/70 | AC 20, T 17, FF 16 | Fort +9, Ref +9, Will +10 | Init +3 | Perception +15 Google Drive Sheet

I'll be away for a long weekend, returning Tuesday. Please feel free to bot me as needed. (If the servers even allow!)

Dark Archive

male Human Oracle 8 (divine herbalist-life mystery) 75 hp max, +6 f, +6 r, +8 w, perc +19, init +7

Here


nothing happening for the moment waiting on your guys to decide on course of action

Liberty's Edge

Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17

I'm glad the system is back up, but it's not notifying me of new posts. Anyway, I'm ready to roll if y'all are.

Grand Lodge

Male Oread monk (master of many styles, monk of the sacred mountain, qinggong monk) 2/warpriest (sacred fist) 9 l AC 37 T 28 FF 31 l HP 115/115 (115/115)l F +18 R +14 W +19 (& reroll vs mind effects) l Init +3 l Perc +24

Just a heads up that I leave for an 11 day trip out of the country on the 19th. I'll have an ipad and can post some but will not be reliable.

Dark Archive

male Human Oracle 8 (divine herbalist-life mystery) 75 hp max, +6 f, +6 r, +8 w, perc +19, init +7

Nondetection

Spoiler:

The warded creature or object becomes difficult to detect by divination spells such as clairaudience/clairvoyance, locate object, and detect spells. Nondetection also prevents location by such magic items as crystal balls. If a divination is attempted against the warded creature or item, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 11 + the caster level of the spellcaster who cast nondetection. If you cast nondetection on yourself or on an item currently in your possession, the DC is 15 + your caster level.

If cast on a creature, nondetection wards the creature’s gear as well as the creature itself.

the DC to see me is 1d20+the caster level of the the person casting see invisibilty against DC 23 (+2 for use of arcane pool which is subtracted from my pool each day)

Dark Archive

male Human Oracle 8 (divine herbalist-life mystery) 75 hp max, +6 f, +6 r, +8 w, perc +19, init +7

Out til Monday on 33rd wedding anniversary

Grand Lodge

Male Oread monk (master of many styles, monk of the sacred mountain, qinggong monk) 2/warpriest (sacred fist) 9 l AC 37 T 28 FF 31 l HP 115/115 (115/115)l F +18 R +14 W +19 (& reroll vs mind effects) l Init +3 l Perc +24

All, I am back from my travels and can post again. Yea!

1 to 50 of 1,189 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Mystery of the Keepers Discussion All Messageboards

Want to post a reply? Sign in.