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

"Agreed. I see only the tracks of those abominations we already slew. We'd best be off."


Ok you rest for the night and head out towards the Archive.

It takes you half a day to get there. When you arrive you find the remains of a structure but it lies in ruins that are overrun in vegetation.

Only a single wall remains standing and a few pillars the rest is just rubble. You notice what could be the remains of a staircase near the center as well.

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 speaks quietly:

"Let's approach carefully. There may be anything here, and those stone-masks may have left traps"

Perception: 1d20 + 11 ⇒ (9) + 11 = 20

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 scans the area, looking for signs of danger.

Perception: 1d20 + 7 ⇒ (11) + 7 = 18

He extends his marked palm and calls upon Pharasma to reveal malicious beings.

(Casting Detect Evil)


-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 studies the structure looking for anything of interest.

Perception: 1d20 + 7 ⇒ (6) + 7 = 13


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

Lysander also keeps watch, wary of ambush.

Perception: 1d20 + 9 ⇒ (12) + 9 = 21


Searching the area Devyhn doesn't detect evil.

You do however find the corpse of an elf.

His skull is caved in and a bloody sack lies on the ground near him. He is dressed in leather armor and has a bow and a sword, he looks like a ranger. At first glance it doesn't look he was there very long, a few days at most.

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 kneels beside the corpse, and places his marked palm on the deceased elf's chest.

"Pharasma shepherd your soul to your patron's house."

Following his prayer, Devyhn tries to determine more specific information about the elf's cause of death (what type of weapon smashed his skull, how big was its wielder,etc.)

Heal Check: 1d20 + 6 ⇒ (16) + 6 = 22

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

"Let's take his bow, sword and armour, and check his bag."


Judging by the wound it seems his skull was fracture by a blunt object and looking at the sac there is clearly an object in there and the sac is covered in blood. You think that could have been the weapon used.

The bow is a masterwork composite longbow (+1 str) the sword is a standard longsword and the armor is standard leather armor.


-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 bows his head silently for a moment and then moves to investigate the body. He checks the ground for any tracks to understand what happened.

Perception: 1d20 + 7 ⇒ (19) + 7 = 26
Track: 1d20 + 7 + 1 ⇒ (16) + 7 + 1 = 24


Male Strix Cleric 1/Rogue (Scout) 1

"Rest well, your journey is complete. I wish you luck in the next realm." Kartal says as he reaches down and closes the good eye(s).

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

Who is in charge of Group Booty? don't forget to add the bow, sword and armour to it.

"If these indications are right there may be something in the sack. Possibly something arcane."

Achren casts Detect magic. He will concentrate primarily on the sack and it's contents, but also on the surrounding area, slowly turning in a circle until the whole area has been covered.


Strangely enough the only tracks you see in the area seem to belong to the elf. You follow them and find a trapdoor leading down into a basement.


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

Lysander kneels down and whispers in Sylvan, wishing the elf's soul speed in its return to the natural cycle of the Green. He picks up the bow and tests its draw. "This is a fine weapon. I'd be glad if I could use it."


Sorry Achren missed your post

The bag does radiate magic and in fact floats up and slams into Achren with a surprising amount of force.

attack/damage: 1d20 + 5 ⇒ (15) + 5 = 201d6 + 3 ⇒ (6) + 3 = 9

Initiative: 1d20 + 0 ⇒ (7) + 0 = 7

That was surprise round now post action+initiative.


-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

Initiative: 1d20 + 2 ⇒ (20) + 2 = 22

"Achren!"

Erik leaps to Achren's side, drawing and swinging his sword in one fluid motion.

Power attack: 1d20 + 6 - 1 + 1 ⇒ (19) + 6 - 1 + 1 = 25
Damage: 1d8 + 9 ⇒ (7) + 9 = 16

Critical confirmation: 1d20 + 6 - 1 + 1 ⇒ (9) + 6 - 1 + 1 = 15
If critical extra damage: 1d8 + 9 ⇒ (4) + 9 = 13

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 moves back from the flying bag (5' step), and draws his axe.

He looks at its motion in the air, trying to determine if it is a magic object, or a monster diguised.

Knowledge (dungeoneering - Monster Lore): 1d20 + 9 ⇒ (5) + 9 = 14


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 blinks in surprise as the bag, or its contents, attacks Achren... He springs into action, make a flurry of attacks on it, striking for non-lethal damage.

to hit: 1d20 + 4 ⇒ (2) + 4 = 6
dmg if hit: 1d6 + 3 ⇒ (1) + 3 = 4

to hit: 1d20 + 4 ⇒ (19) + 4 = 23
dmg if hit: 1d6 + 3 ⇒ (5) + 3 = 8

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

Initiative: 1d20 + 3 ⇒ (10) + 3 = 13

Achren cries out as the links on several of his eidolon's chains pop. He lashes out at the bag:

attack - claw#1: 1d20 + 5 ⇒ (16) + 5 = 21
attack - claw#2: 1d20 + 5 ⇒ (5) + 5 = 10 presumably a miss
attack - Bite: 1d20 + 5 ⇒ (12) + 5 = 17

Damage if hit:

damage - Claw#1: 1d6 + 3 ⇒ (4) + 3 = 7
damage - Bite: 1d6 + 3 ⇒ (2) + 3 = 5


Bleyz init: 1d20 + 4 ⇒ (17) + 4 = 21

Lysander init: 1d20 + 4 ⇒ (3) + 4 = 7

Kartal init: 1d20 + 2 ⇒ (10) + 2 = 12

Devyhn init: 1d20 + 4 ⇒ (16) + 4 = 20

Erik strikes the bag and there is a resounding PING as metal strikes metal. Bleyz comes forward and punches at the bag he feels something hard inside but only manages to knock it away a bit.
Achren tears at the bag clawing and biting into it.

The bag tears open revealing a golden goblet adorned with a crimson sapphire. The goblets floats in the air as the torn bag crumbles to the ground. There is a noticeable dent were Erik hit it but it otherwise seems undamaged.

Most of you forgot to roll the initiative. But it's fine it was just to see in what order you actions happened.

Devyhn figures it's somekind of enchanted object.

Missing Lysander and Kartal for round 1 actions then I will post goblet then we will move on to round 2.


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

Lysander lifts the bow and holds fire until he gets a clear shot at whatever's in the bag, then looses the arrow at the goblet.

Attack: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25
Damage: 1d8 + 1 ⇒ (2) + 1 = 3

He then holds once more, wondering what this is. Nothing I've ever seen...


Gonna npc Kartal for this round. Kartal try to check in at least once a day especially during combat.

Kartal attacks with his shortspear.
attack: 1d20 + 1 ⇒ (18) + 1 = 191d6 + 1 ⇒ (3) + 1 = 4

Round 2 You can all post again, goblet is last.


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 attempts to grapple the goblet so it cannot attack any more.

CMB roll, incl bonus for improved grapple: 1d20 + 4 + 2 ⇒ (13) + 4 + 2 = 19

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 waits for an opportunity to take a swing at the flying goblet.

Attack with battle axe: 1d20 + 3 - 4 ⇒ (10) + 3 - 4 = 9

Damage: 1d8 + 2 ⇒ (8) + 2 = 10


Devyhn misses the goblet and Bleyz grabs on to it hoping to restrict it's movement.


-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 sees an opportunity while Bleyz is holding the goblet. He delivers a savege blow, deftly avoiding Bleyz's hand.

Power attack: 1d20 + 6 - 1 + 1 ⇒ (20) + 6 - 1 + 1 = 26
Damage: 1d8 + 9 ⇒ (5) + 9 = 14

Confirm critical: 1d20 + 6 - 1 + 1 ⇒ (10) + 6 - 1 + 1 = 16
Extra Damage if hit: 1d8 + 9 ⇒ (6) + 9 = 15


Erik shatters the crystal on the goblet and it becomes inert.

Dam...two crits, way to show it who's boss. That Damage reduction 10 didn't even slow you 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)

Bleyz releases his tight grip on the goblet, holding it loosely in his hand. "Well, that was just... odd. Wonder if it still has any magic in it, or if it was just that crystal... regardless, it probably still has value for the metal."

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 extends his marked palm towards the goblet, and whispers a prayer to Pharasma.

(casts detect magic)


-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

Chalk one up to the sword happy fool. Now, I feel there are some 1s coming after those crits. Stealth check time?

Erik turns to Achren.

"Are you all right? That thing gave you quite a thump."

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 fine. My Eidolon took the brunt of the attack."

With a prick of his finger and a muttered incantion, Achren casts Rejuvenate Eidolon, Lesser

rejuvenate eidolon, Lesser: 1d10 + 2 ⇒ (5) + 2 = 7

causing a popping sound as the broken links of his kyten chains reform.

Followed quickly by Mage Armour AC is now 21

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 pulls out his enchanted lantern, and keeps his axe ready in the other hand. He moves towards the descending stair.

"Shall we see what awaits us below?"


Some trace magic remains on the goblet but it's quickly fading.

You open the trapdoor to find stairs going down. You head down the stairway and it opens into a large rectangular chamber. The stone walls of this area are covered with intricate carvings of historic events. In the center of the chamber stands the bottom half of a broken obsidian obelisk. Crude picks, hammers, and other tools lie scattered around the chamber.

You hear a loud grinding noise and Devyhn swings his light in that direction and spots a pair of kobolts trying to drag away a 60 pound block of obsidian.

The kobolts shriek and start to flee.

kobolt initiative: 1d20 + 2 ⇒ (16) + 2 = 18

You need to beat their init to attack them before they move. They are 60 feet away when you spot them.


-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's reflexes kick in and he quickly adopts a defensive posture, only to see the Kobolts scurrying away.

Initiative: 1d20 + 2 ⇒ (8) + 2 = 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

Initiative: 1d20 + 3 ⇒ (9) + 3 = 12

No chance.

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

Initiative: 1d20 + 4 ⇒ (12) + 4 = 16


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)

init: 1d20 + 4 ⇒ (16) + 4 = 20

Bleyz whips out his sling and takes a shot at one of the kobolds as it readies to flee.

sling: 1d20 + 3 ⇒ (17) + 3 = 20
dmg: 1d4 + 3 ⇒ (4) + 3 = 7


Kartal init: 1d20 + 2 ⇒ (8) + 2 = 10

Lysander init: 1d20 + 4 ⇒ (18) + 4 = 22

Bley's stone takes on of them in the back of the skull bringing it down.

Lysander can take a shot also.


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

Lysander quickly looses an arrow from his new bow.

Attack: 1d20 + 7 ⇒ (19) + 7 = 26
Damage: 1d8 + 1 ⇒ (4) + 1 = 5


Lysander's arrow take the other one in the back and it stumbles and it slows down but keeps running (reduced to 0 hp.)

It shouts out for help in draconic and stumbles forward down the hall and around a corner.

So Devyhn, Archren, Erik and Kartal you can act. He is no longer in your line of sigh the corner is 80 feet from 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 runs after the kobold. That's a full-round action, so no combat this round. I can run 120' in a straight line, so 80' and then turn should be no problem; not sure how far I can get after that this round, but if I can catch him, I can try a grapple.


In a straight line meaning you cant turn. Now the bottom half of a broken obsidian obelisk is in your way so you would need to jump over it (dc 10 jump check) and even doing that you can only run 80 feet to get the corner and stop and that would be the end of your turn. Added a map in the google drive for reference

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

Ok. no problem

Jump: 1d20 + 3 ⇒ (11) + 3 = 14

Achren runs to the corner, leaping a broken obelisk in the preocess.


Reaching the corner you can see the wounded kobolt up ahead and he's waving at a pair of his buddies up ahead shouting at them in Draconic most likely calling for help.

Devyhn, Erik and Kartal need you to post your actions.

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 holds his position. He stows his axe and pulls out his hand crossbow.


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-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 readies his bow as he moves to the centre of the room.

He glances down the side passages, checking for any sign of trouble.

Perception: 1d20 + 7 ⇒ (6) + 7 = 13


Kartal does nothing.

Erik looks right and sees that the room at the end of the hall there is brightly lit and he can see what looks like a well in the center and the light seems to be coming from the well a sort of orange glow. The hallway to the left goes down about 60 feet and ends with a wooden door.

The wounded kobolt is joined by his two friends and they keep running going west down the hall and then they reach another corner and they turn left.

You can all post 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 runs to the intesection, and shines his lantern down the west passage. He holds his crossbow at the ready.


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 runs to the turn in the hallway and skids to a halt, ready to change directions next round.

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