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 north down the hallway and at the end of the hall it splits going west and east.

To the east a stairwell going down.

To the west the hallway goes twenty feet and ends with a solid wall but you spot a lever down there.

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

"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.

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, until we can figure out what it does, I would be inclined to leave it."


-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 for signs that others have been this way, but struggles because of the stoney surfaces.
Perception: 1d20 + 8 ⇒ (1) + 8 = 9


You do not see any signs of previous passage.

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 will also try to spot anything unusual

Perception: 1d20 + 12 ⇒ (1) + 12 = 13

but does little better.

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

"Shall we descend the stairs, then? Who wishes to be the vanguard?"


-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 draws his sword.
"I'm happy at the front."


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.

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 follows right behind Erik. He pauses outside the entrance to the chamber, trying to spot anything unusual

Perception: 1d20 + 12 ⇒ (1) + 12 = 13 and the gods of dice strike again, lol.


-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 takes a careful look at the room.
Perception: 1d20 + 8 ⇒ (9) + 8 = 17


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.

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 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.

perc: 1d20 + 10 ⇒ (16) + 10 = 26


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.

Perception: 1d20 + 9 ⇒ (18) + 9 = 27


Devyhn manages to destroy the undead after a few minutes of work.

Lysander listens at the door but hears nothing coming from beyond the door.


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 shrugs as he hears nothing behind the door, quietly whispering to the others, "Can't hear anything beyond..."

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 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).


-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 is this place?" Erik asks of no-one in particular.


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.


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 would not turn down a mage armor for sure. thanks!

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, updating spells used to 2

Achren takes a good, long look at the hallway Taking 10 if possible, otherwise:

Perception: 1d20 + 12 ⇒ (5) + 12 = 17


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.


-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 eyes the fountain suspiciously.

Perception: 1d20 + 8 ⇒ (6) + 8 = 14


it's too far away for you to tell anything about it, you can only vaguely see the shape and see the water.


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.

perception: 1d20 + 10 ⇒ (18) + 10 = 28


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.

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 follows Bleyz to the intersection. When he sees the door marked with prayers to Aroden, he tries to determine their purpose.

Knowledge (religion): 1d20 + 8 ⇒ (20) + 8 = 28

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 casts detect Magic, first on the fountain and heads and then on the door with Prayers (and then on the North door).


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.

This is a local map for you.

Local Map

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 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?"


-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

"Perhaps we'll find answers to Achren's questions behind this door."

Erik looks at the door carefully and then leans his wait against it, testing its motion.

If we agree, here's the strength check.
Strength check: 1d20 + 4 ⇒ (17) + 4 = 21


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)

"Does anyone have a light? Perhaps a spell that can be placed in this hollow? If not, I doubt the door will yield to us."

Even though he's said that, he offers t aid Erik in his attempt to force the door. Eh leans his shoulder against it and tests it as well.

aid strength check: 1d20 + 3 ⇒ (2) + 3 = 5

Unfortunately, his footing is bad and he is unable to bring any force to assist.


The door doesn't budge.

Actually yes the water in the fountain is magical. The water is blessed.

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 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.


-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 meant the stone slab, not the magic door.

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
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.


The door slides open when Devyhn shines the magical light into the hollow.

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

Woot!

Achren peers through the doorway to see what is there

Perception: 1d20 + 12 ⇒ (17) + 12 = 29


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.


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 ⇒ (11) + 4 = 15

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 ⇒ (4) + 4 = 8

At the sight of the ghoul, Devyhn frowns and draws his axe.


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.


-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 ⇒ (11) + 2 = 13

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 ⇒ (12) + 3 = 15


The ghoul warrior charges Achren swinging his bastard sword with skill an power tearing into Achren's Eidolon with a mighty blow.

attack: 1d20 + 12 ⇒ (20) + 12 = 321d10 + 9 ⇒ (5) + 9 = 14

confirm crit: 1d20 + 12 ⇒ (14) + 12 = 261d10 + 9 ⇒ (9) + 9 = 18

Youch!

You can all post your round 1 actions.


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)

[b}"I suppose talking is out of the question now..."[/b]

Bleyz takes a pair of punches with his gauntleted fist.

to hit: 1d20 + 7 ⇒ (13) + 7 = 20
dmg if hits: 1d6 + 5 ⇒ (2) + 5 = 7

to hit: 1d20 + 7 ⇒ (18) + 7 = 25
dmg if hits: 1d6 + 5 ⇒ (1) + 5 = 6

"Are you okay, Achren?" He spares a momentary glance in Achren's direction as that looked like a particularly devastating blow.

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