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..."
That's handy. I can sit in one of the seats (facing the door, just in case) for my rest.
Unless someone has any objections, can I suggest Lysander, then Ausk, then Bleyz, then Devyhn then Erik as guards and I will act as back-up throughout (My perception is rubbish anyway).
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 to say, I agree with Ausk; we should go after the cube first, it's what we were contracted to do. Afterwards, we can solve the undead problem.
It is worth asking the mercenaries if they have heard anything about this undead knight, though. It may be useful to know later and it's possible we may meet this guy when we go after the cube.
Ausk and Achren want to continue with the main quest - though for different reasons. Erik wants to pusue this undead knight first, while Devhyn is undecided: He is eager to pursue the mystery of an undead knight but is aware we have obligations (am I reading that right?). Lysander and Bleyz have yet to express an opinion.
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)
Sorry - it's been a helluva week. Bleyz would like to continue with the main quest and only deal with undead or whatever if they obstruct us along the way...
well it's not entirely a conflict. the undead went into the woods and your main goal is on the other side of the woods. Either way you need to go into the woods. tought you can either follow the tracks left by the undead, the tracks made by the masked men or make your own way
The area called the Cold Marrow is were the undead are thickest according to the locals you goal is the archives.
Your not at the main camp your at another camp further east that is not on that map. Check the other map falcon hollow environment to see were the camps are located around the forest.
To my way of thinking, the stone mask people have to be the group that are after this artifact; we know they are evil, we know they are ahead of us and the stone-masks fit both those descriptions.
The only question is, do we follow behind them; always one step behind and subject to whatever traps they have laid for a group following (they must know there will be someone else coming), or do we risk an alternative route that may put us ahead of them?
To me, it's a no-brainer. If the alternative route doesn't work out quicker, we will still be behind them, so we've lost nothing. But if it does work out quicker we have avoided the traps they have laid for us and can prepare to ambush them instead of being ambushed.
We have nothing to lose and everything to gain.
Being able to solve the undead problem once and for all is a bonus.
Reminds me of an old song who's lyrics go along the lines of, "I was looking back to see if you were looking back to see if I was looking back to see..."
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
Well, depending on this thing's AC and/or resistances, it's either deader than dead, wounded, or fine. Assuming it's a proper challenge for a 1st-level party and nothing too serious, of course.
OK, that makes sense then. I had just thought that the Water Elementals had been depleted, and probably assumed that it was by somebody going ahead of us.
It makes sense that these things would be able to pass by without setting off the elementals. Otherwise, they would not use this place as their base, or would find another way out.
My advice is that we stay back in the hall, so that archers have room to maneuver and we can flank them as they come out. Achren and Bleyz stand 5' back from the entrance, with two others standing either side of the entrance (Erik and Devhyn?). Ausk and Lysander to stand a little further back to fire into melee. Only two of them at a time can get out and then they will be boxed in. All of us fight defensively (if they get a level drain on any one of us, that person will die; and then rise as another wight - assuming they are wights). We will be relying on Ausk and Lysander to pepper them with arrows while the rest of us hold them.
Devyhn, if you have any spells that are useful against undead, you might choose to use that instead, otherwise use your judgement ability to boost your ac or saves (your choice).
As a note these wight are using longswords and as such don't bestow negative levels on a hit, the energy drain only applies to their slam attack. Bit of advice...don't disarm them.
lol..that makes a difference. No need for fighting defensively. Otherwise I suggest the same, perhaps with Devhyn keeping his judgement for use against the big guy?
I've updated my character sheet to level 2 (pending HP). Switched my Eidolon aropund a bit: removed the STR bonus and got a bite and improved damage (claws) instead (so now 3 attacks). Also got skilled: +8 perception bonus so I can be decent at guard duty (I figured out how to give my Eidolon better hearing and eyesight).