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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You go to the entrance of the Inner sanctum were the vault is located. You open the stones door leading in and beyond the doors stretches a 25-foot-long hallway. On either side, iron sconces line the walls set five feet apart. The candles in the sconces are unlit, though wax droplets beneath them seem to indicate they were recently extinguished. Centered on the far wall rests a five-foot-circumference stone plug, slightly recessed into the masonry. A pair of crossed iron bars mounted onto the western wall near the plug’s face form a handle. Spiraling runes carved into the plug read “DEATH” in at least a dozen different languages.

A DC 15 Perception or Disable Device check determines that the plug screws into place and can be turned using the handle. The plug is 10 feet thick and requires a DC 20 Strength check to get it in motion, though thereafter it only requires a DC 10 Strength check to keep going. The plug screws into the western wall, eventually becoming almost flush with it, and it can be unscrewed to close the passage just as easily as opening it.

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

Anyone with ranks in Disable device?


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 about my disappearance, everybody. It's been a trying period.

Lysander does speak up to Devyhn. "I could use some healing--I'm still injured from our fights."

Perception: 1d20 + 13 ⇒ (8) + 13 = 21
Back in the entrance, the half-elf scowls at the less-than-pleasant scenery, but gestures to the handle. "Looks like that goes to the plug in the wall, if we want to turn it."


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)

perception: 1d20 + 12 ⇒ (3) + 12 = 15

Bleyz points out how the handle works to the others.

lol, ninja'd... welcome back Lysander!


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)

"Do you want me to try turning it? perhaps someone could lay a hand on the opposite handle and try turning the same direction to assist me?" He takes his one good hand and tries pushing the handle, IF the party agrees this is the wisest course.

str check: 1d20 + 4 ⇒ (10) + 4 = 14

gah, would need 3 successful assist rolls with that one, sigh

"Hard to budge this thing."

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 Moderate Wounds: 2d8 + 6 ⇒ (3, 2) + 6 = 11
Cure Light Wounds: 1d8 + 5 ⇒ (7) + 5 = 12

Devyhn lays his marked hand on Lysander's shoulder.


-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 offers Bleyz his assistance.

Str: 1d20 + 4 ⇒ (8) + 4 = 12

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

Yeesh! Theres a lot gone on in the last day!

Seeing Devhyn try to turn the device, Achren says,

"Let me have a go!"

STR Check: 1d20 + 4 ⇒ (19) + 4 = 23 Yay!

After a bit of heaving, the device begins to turn.


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)

well done!!


The door opens revealing a doorway bisects a huge curved passage. Its carved cylindrical walls bear thousands of Hallit runes and sigils.

Inside the hallway there is no gravity and a wind current pushes you towards the right.

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

How strong is the wind? Will I be able to fly against it? and how long is the hallway? Can we see the end of it?

"Well, I don't imagine it would be a good idea to touch the walls. We'll have to figure out a way to get across without doing that."


You could fly against the wind yes. The hallway turns and is circular like a doughnut.

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 suggest that I fly across holding a rope, see if I can tie it on the other side, or other wise hold it taught. You see if you can tie it this side, and we should all be able to cross."


There is nothing across you can go left against the wind or right with the wind

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

are we somewhere in the middle of the cylinder, then? I assumed we were looking down from one end of it


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 got the impression the cylinder was more like the interior of a doughnut and went around in a circle, so if we went in and started moving in one direction, it would eventually return us to where we started.... is that correct?


-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 looks at the curved hallway, his brow furrowed.

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

Is there a diagram or map?


I don't really have a spoiler free version I can show you.

But Bleyz has the right idea. It's a circle. You're on the north end of the circle above it. You can go west or east. The wind blows west. Looking east and west you see a curving tunnel and nothing else at the moment.

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

Well the only thing I can think of is that Achren flys around the circle without touching the walls, looking for somewhere to land. If he finds somewhere, he can carry each of you one by one to the destination - I'm just not sure what the rules on flying while carrying are.


You also notice some 2 foot diameter spheres that float by every once in a while going in the direction of the wind.

You can carry up to your you heavy load if you go over heavy you can no longer fly.

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 have Str 18, so that's 300lb. Full plate is 50lb. Assume a person is about 100lb plus gear, I should be able to carry someone. If necessary I have a Floating Disk Spell on a scroll.


So you can carry someone. Who and going against the wind or with?

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

First I will scout around by trying to fly with the wind, avoiding runes, orbs or any other danger. I will be looking for somewhere to land anyone I carry


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)

"Want me to go with you on your first time around, just in case you run into any dangers? I don't weigh much, nor do I carry much."

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

"Thanks, Bleyz, but I hope that I can outfly any danger and you will just slow me down. I will be invisible, so I should be alright. Once I have found where we need to go, I will fly you there first, though."

Unless anyone has a better plan?


So you cast invisibility 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)

"Okay, be safe, then.. see you when you come around back to us."

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

Taking the wand, Achren casts Mage armour on himself and Bleyz. Achren then casts invisibility on himself and flies off, with the wind at his back.


Flying around you realized that the hallway does indeed go around in a complete circle and on the opposite side of the circle than the one were the group is there is another door leading into the circle.

Ok here is a map.

Map

The balls are floating around and move faster than the wind would carry you if you didn't have flight but using the power of flight you can keep your distance.


-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

"What do you see Achren?"

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

Returning to his starting point, Achren alights and cancels the invisibility.

"There is a door the other side of the ring. I can take you there one by one until we are all gathered. I will take Bleyz 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)

"Alright, I'm ready." Bleyz lets Achren determine how best to travel while flying and complies with instructions, never having flown before. "What are the floating balls all about?"


With Achren's help you all make it to the other side.


-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

What do we see/find on the other side?

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

The map above gives us a clue.


You go down the circular hall and finally enter the vault.

The opening leads into a rotunda formed from tremendous limestone blocks. A ten-foot-tall dais rises from the center of the room, supporting a concentric mini-ziggurat of layered, rune-covered gears—even those with no magic can feel the supernatural energy pulsing from the thing.

On either side of the dais, a half-flight of stairs ascends from the floor to a large empty archway which must be the entrance to the secret vault were the Index is hidden. Colored chalk streaks the walls, floor, and ceiling with arcane symbols and patterns, and sickly-scented oils burn from careful placed braziers made from human skulls.

Scattered throughout the room flop the decaying parts of dozens of battered undead corpses, all bearing bloodless gashes and sundered limbs. These flop and undulate unnaturally, scattered beneath him like fish in a net.

Above the strange seal hovers a horrifically decomposed humanoid. The lower half of his body is gone, leaving only guts and his dangling spine encased in a weird, glass-like receptacle filled with sickly-colored fluids bolted into his chest. Tubes made from intestines and other compounds rise from the fluids attaching to his face, neck, and arms.

He preaches loudly, bellowing obscene liturgies from a strange book to a worshipful audience of rotting corpses. Dark energies seep from the ziggurat, caressing the surrounding undead.

Standing to the side is a is a robed man who wears a now familiar mask.

"So you're the ones who defeated the others?" says the mask man when you enter "Impressive but I must ask what is your purpose here? Treasure hunters or did you come with a specific purpose?"

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 displays his left palm, marked with the symbol of Pharasma. He holds his axe ready in his right hand.

"This is the answer to your question, heretic," he answers with cold menace. "The Lady of Graves commands your putrid soul to stand before her in judgement."


"I see...Well if you here to destroy the source of the undead I wont stop you. The self proclaimed "Lord of undeath Tar-Baphon resurrected" is over there." he says pointing to the floating torso. "Ever since he tried to destroy the seal and got caught in that energy field his mind has been as damaged as his body and he is of no more use to me."

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 focuses his mind on the masked man's words.

Using discern lies class ability.

"So you claim no part in the undead spawn? Your similarly garbed and masked companions were not so cowardly as to claim to be merely travelling companions or bystanders. But perhaps you speak the truth. It may be that you are no more than an opportunistic, manipulating thief, and your companions, however powerful, were only distractions so that you could skulk in and steal what rightly belongs to the Keepers."


"To me undead are tools to be used and nothing more. The undead were useful in clearing out the defense in this temple and when my companions fell to the golems defending the lower level I agreed to have them remade into undead warriors so they could continue to serve. Now the choice is yours you can attack me out of some misguided sense of justice and risk being too weak to defeat what Dramog has become..." again he motions to the floating torso swirling in necromantic energy with undead limbs all around him "...or you can attack him and let me leave to report the failure of this expedition."

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

"You will not pass, unless it be by stepping over my corpse. We know why you invaded the temple, and have been apprised of your movements. You may continue to lie, but it is a waste of effort on your part. As it stands, you have sacrificed your allies to reach this point, and now you stand alone. Your options are few: surrender, and face the Keepers' judgment, or try to fight your way out. If you choose the latter, you will perish."


He laughs "The keepers judgment? They are a dead order of old men obsesses with collecting relics of the past and locking them away for storage, we hunted them down to extinction as lord Rasmir ordered. The only one that remains is the guardian of this place and even if you saved him from the wraith he can never leave that crystal." he turn towards the floating torso who is still reading aloud from his book (that you may recognizes as the "holy" text of the whispering way) and shouts "GREAT LORD TAR-BAPHON CRUSADERS HAVE COME TO SEAL YOU AWAY ONCE MORE! SHOW THEM YOUR GREAT POWER AND DESTROY THEM"

Init:

enemy init: 1d20 + 4 ⇒ (6) + 4 = 10

Achren init: 1d20 + 3 ⇒ (20) + 3 = 23
Bleyz init: 1d20 + 2 ⇒ (15) + 2 = 17
Devyhn init: 1d20 + 4 ⇒ (16) + 4 = 20
Erik init: 1d20 + 2 ⇒ (14) + 2 = 16
Lysander init: 1d20 + 4 ⇒ (11) + 4 = 15

Well your all before the enemy so your go. Masked dude is like 10 feet away from all of you and the floating torso is about 60 feet away flying 30 feet up.

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 mutters an incantation and casts haste

Luckily, I'm up first so everyone is affected on their turn


-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

I assume he's human.

Erik sends three arrows flying at the masked man, aided by Achren's magic.

Deadly aim: 1d20 + 8 - 2 + 1 + 2 ⇒ (7) + 8 - 2 + 1 + 2 = 16
Damage: 1d8 + 4 + 2 ⇒ (6) + 4 + 2 = 12

Deadly aim: 1d20 + 3 - 2 + 1 + 2 ⇒ (13) + 3 - 2 + 1 + 2 = 17
Damage: 1d8 + 4 + 2 ⇒ (5) + 4 + 2 = 11

Deadly aim: 1d20 + 8 - 2 + 1 + 2 ⇒ (16) + 8 - 2 + 1 + 2 = 25
Damage: 1d8 + 4 + 2 ⇒ (7) + 4 + 2 = 13


The mask man rapidly spins and manages to avoid the first two arrows but is struck in the shoulder by the third.


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 charges forward and strikes the masked man...

to hit: 1d20 + 9 + 1 + 2 ⇒ (18) + 9 + 1 + 2 = 30
dmg ifhits: 1d8 + 5 ⇒ (6) + 5 = 11


The magical stone fist connects squarely into the man's mask knocking him back a step. The mask is surprisingly undamaged but you see blood dripping down at the bottom of the mask.


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)

"You can surrender now if you're so inclined."

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

"Pharasma's Might is not limited to smiting the undead, prideful fool!" Devyhn declares, as he closes on the masked man.

Knowledge Planes Monster Lore: what type of humanoid lurks beneath the mask?: 1d20 + 12 ⇒ (4) + 12 = 16

Knowledge Religion Monster Lore: Same question: 1d20 + 12 ⇒ (6) + 12 = 18

Knowledge Dungeoneering Monster Lore: Same Question: 1d20 + 12 ⇒ (12) + 12 = 24

(If successful on Monster Lore, using Bane class ability (swift action) to give Bane for that race to my axe.)

He moves to flank the man, as he strikes with his axe.

Attack: 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 16

Damage: 1d8 + 2 ⇒ (8) + 2 = 10

Bane damage if undead or if I correctly identified race: 2d6 ⇒ (6, 6) = 12

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