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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Male Professional Dosser 14/Rules Lawyer6

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).

Also we should ask the lumberjack what happened.


Male Half-Orc Paladin (Divine Hunter) 1

Guard order sounds good to me, gets those of us with low light or darkvision the darker hours.


Male Professional Dosser 14/Rules Lawyer6

lol, I just posted the names as they came to me - any such benefit is entirely coincidental.

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 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.


Male Half-Orc Paladin (Divine Hunter) 1

Ausk wasn't suggesting going after the cube, but rather the little girl.

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 know. But the girl is incidental to our contract.


So whats your next move? I'm waiting for you guys...


Male Professional Dosser 14/Rules Lawyer6

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


-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 will go along with the consensus.


Male Professional Dosser 14/Rules Lawyer6

Depends on which way is quickest. If we can steal a march on these guys or catch up a little while dealing with the undead, I'm all for it.


https://drive.google.com/folderview?id=0B_FXJLC5PfjGLUZfcFY5d3dsY1U&usp =sharing

Check the google docs for a map of the darkwoods.

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.


You seem to be going around in circles. Try having a vote or something...


Male Professional Dosser 14/Rules Lawyer6

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.


-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

And so goes another attempt at sneaking.

I swear Erik would be better off at the head of a brass band than with the rolls I've been making!


Male Professional Dosser 14/Rules Lawyer6

It's true, no-one would hear you over the noise of a brass band.

Besides, all heroes carry a full orchestra around with them.

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

Everyone okay? It suddenly got quiet around here.


-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

Sorry, I felt like we were waiting for something to happen, but nothing did!

I've popped in a new post to try and help things along.


I was waiting to see if you were pushing forward or going back.


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 - on the road til late tonight and can't format text. Will be able to post tonight when I get home.


Male Professional Dosser 14/Rules Lawyer6

Yeah, I think we're just moving on.


Male Half-Orc Paladin (Divine Hunter) 1

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..."


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)

Can't seem to post in gameplay - will only let me preview... sigh... here's my init roll:

init: 1d20 + 4 ⇒ (12) + 4 = 16


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.


Male Professional Dosser 14/Rules Lawyer6

I suspect we all missed except possibly Erik


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

Sorry, my crunch obviously got trimmed when I formatted my profile!

Should be updated now.


Male Professional Dosser 14/Rules Lawyer6

Obviously there is an elemental theme to this place.

There is something I don't understand: If something set off the Water Elemental, so that it was weaker, why didn't it set off the Air Elemental?

Is there a secret door we missed?

Or is something else going on?


yes well the fountain actually contained 1d3 small water elementals you just got lucky ;)


Male Professional Dosser 14/Rules Lawyer6

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.


Also this room contains a clue in the description about what to expect.
Read carefully :)


Male Half-Orc Paladin (Divine Hunter) 1

I'm sorry I missed the combat with the air elemental, this heat is messing both my Mom and I up.

I went to the restaurant to get us some food, and by the time I got back, all I could do was lean on Mom's bed in the living room and pant.


Male Professional Dosser 14/Rules Lawyer6

Ausk, sorry to hear things are too hot there.

Yeah, I saw that there was a picture of a man on the East wall.


-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

Sorry to hear you're having a bad time of it. Hope things improve soon for you Ausk.


Male Professional Dosser 14/Rules Lawyer6

OK, decision time guys: do we go under the bar, or try to prise it out first? (or go somewhere else).


Male Professional Dosser 14/Rules Lawyer6

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.


Male Professional Dosser 14/Rules Lawyer6

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?

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

Do we roll hit points, or are we doing half hit die +1, or some other option?


Male Professional Dosser 14/Rules Lawyer6

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).

Also I added mage Armour to my spell list

So now, just waitng to do hp


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

Also upgraded myself. Main difference: Precise Shot, which is just what I need thanks to you melee fools ;)


Roll hp and re-roll results of 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

Hmm that went weird...

I'll try it again:

Roll HP: 1d10 ⇒ 10


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

HP: 1d8 ⇒ 7

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

Roll HP: 1d8 ⇒ 2

Yeah, it figures...

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

hp level 2: 1d8 + 1 ⇒ (4) + 1 = 5

Eidolon hp level 2: 1d10 + 1 ⇒ (5) + 1 = 6

updating hp.


Male Half-Orc Paladin (Divine Hunter) 1

I'm sorry for the non-posting (again) things have been meh here since the 4th. Should be able to start again tomorrow.

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

The sword ate the hide undead spell on Erik, I'm guessing.

D'oh! I should've remembered that!


if you attacking go ahead and take a surprise round action along with rolling your init.

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