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


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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

Fast healing 2

Reflex Save: 1d20 + 3 + 1 ⇒ (10) + 3 + 1 = 14

The skeletal hands drag Devyhn to the ground, tearing bloody gashes in his body.

Devyhn's Status:

-8 HP

Stabilize: 1d20 + 0 ⇒ (3) + 0 = 3

Will the Healing judgement continue to work, since I'm still alive, or does it end because I am unconscious? If it ends, was it sufficient to stabilize me?


Edit: I reread that and I made a mistake...the ability doesn't end but you do not get the bonuses until you regain consciousness.

Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

Reflex save: 1d20 + 6 - 1 + 1 ⇒ (11) + 6 - 1 + 1 = 17
Erik is savaged by the skeletal hands.

First aid: 1d20 + 2 ⇒ (1) + 2 = 3
Unable to move far, he tries to help Devyhn, but cannot reach.

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

So, I am not currently healing, but does the power being active, but not providing bonuses mean I am bleeding, or am I stable?


Bleeding until someone can stabilize or heal you, or you make it on your own. You essentially do not have fast healing until you regain consciousness.

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19

Reflex: 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 17 ooh, so close!

Surprised and held in place by the zombie hands, Achren's Eidolon is quickly shredded, with his gaunt, emaciated body beneath taking a fair beating too.

Ouch. Can't take another hit like that!

Achren also reaches out to Devhyn
First Aid: 1d20 + 1 ⇒ (15) + 1 = 16
and is able to staunch the flow of blood.


Missing lysander


Lysander shoots at the caster once more.

Attack 1: 1d20 + 9 + 1 + 2 - 2 ⇒ (7) + 9 + 1 + 2 - 2 = 17
Damage: 1d8 + 1 + 1 + 2 + 4 ⇒ (4) + 1 + 1 + 2 + 4 = 12
Attack 2: 1d20 + 9 + 1 + 2 - 2 ⇒ (15) + 9 + 1 + 2 - 2 = 25
Damage: 1d8 + 1 + 1 + 2 + 4 ⇒ (7) + 1 + 1 + 2 + 4 = 15

Two more arrows hit the caster who staggers a bit.

Injured the mage steps back from Bleyz and unleashes a pair of fiery rays at Bleyz hoping to take him down.

ray 1: 1d20 + 8 ⇒ (11) + 8 = 194d6 ⇒ (5, 2, 5, 3) = 15
ray 2: 1d20 + 8 ⇒ (3) + 8 = 114d6 ⇒ (6, 2, 5, 4) = 17

Your go again.

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19

Achren moves up to a flanking position, and launches an attack
I think I should be able to reach the position SW of the Mage without coming within 5' of the Zombie or the Mage. If I can't, I will just move next to Bleyz and lose the flanking bonus

Attack, Claw#1: 1d20 + 8 + 1 + 2 ⇒ (12) + 8 + 1 + 2 = 23

Hasted Attack, Claw#1: 1d20 + 8 + 1 + 2 ⇒ (1) + 8 + 1 + 2 = 12 Well, that'll miss

damage, claw#1: 1d6 + 6 ⇒ (6) + 6 = 12


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

One of the rays hits him solidly and Bleyz winces at the pain, then steps forward to attack the caster.

to hit, flurry 1: 1d20 + 8 + 3 ⇒ (18) + 8 + 3 = 29
dmg if hits: 1d8 + 5 ⇒ (7) + 5 = 12

to hit, flurry 2: 1d20 + 8 + 3 ⇒ (15) + 8 + 3 = 26
dmg if hits: 1d8 + 5 ⇒ (2) + 5 = 7


I should mention that you only get an extra attack from haste when making a full attack action.

He takes a claw from Achren and two solid blows from Bleyz.

He staggers back "I used to much magic on those wards...Didn't have enough left for a battle, dam Raskir shouldn't have gone alone..." he collapses beaten. Leaving only a zombie.


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

Erik attacks the final zombie.
Power attack: 1d20 + 5 + 3 - 2 + 4 + 1 ⇒ (11) + 5 + 3 - 2 + 4 + 1 = 22
Damage: 1d8 + 4 + 6 + 4 + 1 ⇒ (1) + 4 + 6 + 4 + 1 = 16


It goes down.


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

"Apparently we are seeking one more, by the name of Raskir.... " Bleyz says, while relieving the body of the caster of anything that looks like it might be valuable. He will hold it all out for someone to cast 'detect magic' on.

"Also, we should be wary, he mentioned having used some of his power creating some kind of wards."

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19
DireMerc wrote:

I should mention that you only get an extra attack from haste when making a full attack action.

You're right, my bad (I feel like I'm making too many mistakes. Will try harder)

Panting with exertion, from the extended combat, Achren looks at his tattered Eidolon and casts a couple of spells,

Rejuvenate Eidolon, lesser: 1d10 + 5 ⇒ (5) + 5 = 10
Rejuvenate Eidolon, lesser: 1d10 + 5 ⇒ (1) + 5 = 6

causing much of his Eidolon to reform.
He then casts detect magic on anything Bleyz finds


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

Erik goes to help Devyhn.

"Does anyone have any healing magic?"

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19

"Hopefully there will be something in this mages loot. I think he said that his staff has few charges left, but if it is necessary I can try to make it work."


Magical: 3 potions, a wand, an amulet, a cloak, a headband and a ring

Other Gear: masterwork light crossbow with 10 bolts, masterwork dagger and 649 gp

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19

am I able to identify any of the magic items? my spellcraft is +10, so anything up to caster level 5 is automatic if I take 10


There is one you cant taking 10.
spellcraft: 1d20 + 10 ⇒ (12) + 10 = 22

You identify everything:
-potion of Invisibility
-potion of eagle's splendor
-potion of fly
-wand of shield (44 charges)
-amulet of natural armor +1
-cloak of resistance +2
-headband of alluring charisma +2
-ring of protection +1


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

"Is there anything to help Devyhn?"

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19

"No. Does anyone have a potion or something? Otherwise I will have to try with the staff"

IIRC, Devhyn should be conscious and able to use the staff on himself


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

If Devhyn is indeed unconscious and unable to use the wand:

"Oh, yeah, I have one potion of cure wounds... it's a fairly low powered one as I recall, but it will hopefully bring him around."

Bleyz digs in his pack and finds a potion bottle, wrapped in clothing to keep it safe from breakage. He carefully pours the contents down Devhyn's throat, cautious to keep him from choking.

clw: 1d8 + 1 ⇒ (5) + 1 = 6

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

That puts me at -2, and per RAW, gives me a chance to regain consciousness.

Wake-up Check, DC 10: 1d20 - 2 ⇒ (14) - 2 = 12

Devyhn's eyes flutter open as his breathing deepens.

"Pharasma has not called me home yet, it seems. Thank you, my friends."


Yep Devyhn is conscious but disabled

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19

"That was a nasty fight. It seems many of us are in need of healing."

I am down 13hp


Male Human (Chelaxian) Vigilante (Stalker) 7 | HP 70/70 | AC 22, touch 17, FF 16 | Fort +4, Ref +10, Will +5 | Init +5, Perception +10

Sorry I didn't post earlier--I've been busy and sick.

Lysander looks around at the fallen undead and nods. "Perhaps we should return to the safe room."

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19

"That sounds a fine idea."


You go back to the saferoom and heal a bit and rest. The room now has two clockwork soldiers standing guard.

You have done well, many strong opponents have fallen already but beware I sense one of the apprentices has been revived.

Go up to level 6

You get some rest while they watch over you.


You wake up several hours later feeling rested.

All the remaining intruders have retreated to the lower vaults were I can no longer see. I sense the seal is weakening, soon this seal to the whispering tyrants prison will be no more.

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19

Before retiring for a rest, Achren will cast enough [i]Lesser Rejuvenate Eidolon[i] spells to recover his Eidolon's hit points.


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

Erik helps Devyhn with the healing staff.

"Here." he says, placing it I Devyhn's hands.

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

Cure Serious Wounds: 3d8 + 8 ⇒ (3, 3, 1) + 8 = 15

Devyhn gingerly gets to his feet.

"Let us get to mending our wounds. Who needs aid?"


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

"I'm a little hurt, but others are in worse states... heal them first. I'm more hampered by this malaise that has affected my stamina, and that you cannot heal."

He shrugs off any attempted healing until others are at least as healthy as he is. currently at 23/33


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

"You first friend." Erik says, patting Devyhn gently on the shoulder.

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19

"Yes, Devhyn. You can barely stand, you need to heal yourself. I can try to use the staff if you find it too difficult."

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

"Very well," Devyhn replies, as he draws the last ounce of energy from the staff.

cure serious wounds: 3d8 + 8 ⇒ (7, 1, 8) + 8 = 24

Devyhn breathes deeply as the pain and weakness wash away. He stands strong, and refreshed.

"Now that I am well, let me see to your injuries. Who will be first?"


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

"Erik, Achren and I are all hurting. I don't think it matters who goes first... While I won't turn down some healing, I don't think I'm as badly hurt as the others."


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

Erik lowers his voice.

"I'm sorry Devyhn. I swear on my life I will not let that happen again."

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

Devyhn nods solemnly at Erik's remark. Swearing on one's life was as serious an oath as one could possibly make to a Pharasman.

"You are my friend, Erik, as are you all. We have fought our way through many foes, and though we have lost some along the way, we continue the fight, and through our struggles, we honor their memory. I stand with you, as you stand with me."

He lays his marked hand on Erik, and calls on Pharasma's power.

Cure Moderate Wounds: 2d8 + 6 ⇒ (2, 4) + 6 = 12
Cure Moderate Wounds: 2d8 + 6 ⇒ (4, 4) + 6 = 14

He turns to the rest of the group.

"Who is next? Please come forward. I will do my best to see you all as hale and whole as I can make you."


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

Bleyz walks over and nods to Devyhn. "My turn I guess. Thanks"

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

Devyhn places his marked hand on Bleyz's shoulder.

Cure light wounds: 1d8 + 5 ⇒ (7) + 5 = 12

"I am sorry I cannot heal the damage the wraith caused to your soul."


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

"Thanks for you can do. I feel much better."


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

"Thank you."

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19

Achren steps forward.

"I could do with a little healing, if you have anything left"

CLW should be fine

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

"Of course," Devyhn replies, touching Achren.

Cure Light Wounds: 1d8 + 5 ⇒ (5) + 5 = 10

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19

Thank you."


Good to go?

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 don't know if the numbers on Lysander's sheet are current. I can always heal him later on if need be, I guess. Otherwise, it seems we're ready to roll.

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19

I'm good to go.

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