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..."
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
"Hmm. A lever in plain sight is either part of an internal defense mechanism, or a trap for the gullible or unwary. Nevertheless, I feel we would be remiss if we did not at least examine it."
Devyhn approaches the lever, and gives it a careful examination.
Take 20 if possible, or 10 if not, then Perception:1d20 + 8 ⇒ (4) + 8 = 12
You can't really tell much about the lever. It's connected to a system of gears inside the wall. Doesn't seem like the lever is trapped but you have no idea what will happen if you use it.
The stairs descend into an octagonal chamber. Vaulted crawlspaces sealed with iron bars are in the northwest, northeast, southwest, and southeast corners. In the center of the room stands a statue of a priest, dressed in formal robes with his head bowed. A set of double doors exit from the southernmost side.
You check inside the the barred crawlspaces and see dead bodies wrapped in old cloth. You notice they are moving and realize they have become undead but are no treat as they cannot get out on their own.
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 solemnly to each cage in turn, extending his marked palm towards the struggling corpses.
"Pharasma take you, cleanse you, and give you rest'" he says.
Devyhn will continue to use disrupt undead until the undead creature is destroyed, then move to the next crawlspace and do the same, and continue doing so until all have been vanquished.
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 watches in a bit of impressed awe as Devyhn destroys the undead without a fight, nods his head in silent approval. "Nicely done, Devyhn." Then he moves over to the double doors and listens at them, to see if anything stirs beyond them.
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 nods to Devyhn as the man does his work, offering his own silent prayer that the Green will restore their bodies to the earth and return their souls to the natural cycle. He also keeps an eye out for danger.
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 didn't mention it, but Achren would have cast mage Armour on Himself after resting. He will also offer it to Bleyz 9who I believe is the only one who can use it).
I made a mistake before the stairs are at the south end of the room and the doors at the north end
You open the doors at the north end of the room and see a long hallway 120 feet long. At the end of the hallway there is a large open room with large stone blocks place at even internals and hallway between you and the large room there is a hallway that goes east.
going down 60 feet you reach the intersection and look down the hallway. At the very end around 100 feet ahead you see what looks like a fountain from there it looks like the passage turns south.
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 see anything from here... let's get a little closer." Bleyz moves forward when the others do, to try to get a better look at the fountain and the passage south.
Here the corridor splits in three directions. To the east is an alcove with a small waterfall spilling from the open mouths of four carved human faces and collecting in a small stone pool beneath. The south passage ends in an iron-reinforced wooden door emblazoned with six prayers of Aroden. To the north a massive ten-foot-square slab of solid granite rests in a wheeled track permitting it to slide left or right to allow or deny access to the northern hallway; it is currently slightly ajar but not enough for a person to fit.
Moving the granite slab is a dc 28 strength check, up to four people can work together to try.
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, looks like we have a couple of choices here... north or south. Both are blocked in one way or another it seems... Prayers to Aroden or sliding a stone door... which way? While speaking, Bleyz is examining the 'waterfall', the carved heads and the small stone pool.
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
"Don't know much about the dead god, but that stone looks heavy. It'd take a fair amount of work to move." Lysander glances around, tapping his fingers along his bow. "I like this place less with every moment."
The prayers to Aroden are several obscure passage that makes several references to a guiding light that opens the way. There is a small hollow opening in the door.
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 assume my detect Magic came back negative
"So, does it mean we shine a light somewhere? through the hole? at the fountain? and will any light do, or does it have to be a specific light? or does it use the term 'light' metaphorically?"
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 produces his bullseye lantern enchanted with the continual flame spell.
"This is a light, and a magical one, at that," he replies. Focusing the light into as much of a beam as possible, he shines it into the hole in Aroden's Door.
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
Erik Haakon wrote:
Sorry, I meant the stone slab, not the magic door.
The hollow is in the door marked with prayers, and that is the one that Devyhn was curious about, so no biggie. Two doors, two sets of actions. S'all good.
Thick iron chains line the interior walls of this T-shaped room, linked and welded into a single, massive candelabra. Upon twisted branches of symmetrically positioned blackened chain rest scores of half-burnt candles. Within, the air chokes with greasy soot and the unbearable scent of rotting flesh. An oversized granite altar serves as the room’s centerpiece. At the far end of the room, a slightly raised dais holds several long knives, a glass alembic, and six bisected skulls filled with strange, putrescent powders. In the corner you see a camp of sorts has been setup with a small tent and a bedroll.
Inside you see a man is standing near the altar and turns to regard you as the door slides open. It takes you only a moment to see he is undead. A ghoul to be precise. However something seems off here- He isn't feral like most ghouls. He looks a bit shaggy with a long beard and long hair, he seems like some sort of mountain warrior. He wears superb quality hide armor and and he stands upright and not crooked like most ghouls. He turns to you and is clearly surprised to see you.
"Whats this?...." He draws a Bastard Sword "Intruders here!?!"
His reaction is fast his body transform and his muscles bulge as he flies into some sort of frenzied rage!
init:1d20 + 7 ⇒ (14) + 7 = 21
Post reactions and init. If you beat his init you can post you action as well. Currently Achren is at the front with Devyhn and everyone is not far behind the room is quite large he is standing 30 feet from the door when you open it.
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
Initiative:1d20 + 4 ⇒ (13) + 4 = 17
Hearing the ghoul's shout, Lysander turns and whispers a quick prayer in Sylvan, glad he's kept an arrow on the string while exploring.