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 move deeper into the cavern and find a circular room with a fountain in the middle and more of that strange text on the walls. Opposite to the entrance you come in trough there is a wooden door.

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

"Lets check out the fountain, see if there is anything in it. Erik, cover the door in case something comes through" Achren moves carefully forward, seeing if he can see anything.

perception: 1d20 + 2 ⇒ (11) + 2 = 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

"I would caution against drinking or even touching the waters of the fountain. This place was warded against the living. If that water bears any enchantments, I can only surmise that it would be as bad, or worse than the unnatural cold."


As Achren approaches the edge of the fountain to take a look the water rises up into a 3 foot high wave that rushes at him smashing into him with force knocking him back a few feet. The water then takes the form of a pillar seems intent on attacking again.

attack: 1d20 + 5 ⇒ (19) + 5 = 241d6 + 3 ⇒ (4) + 3 = 7

initiative: 1d20 ⇒ 3

Roll initiative (Chances are your before the creature so post your round 1 action too.)

Knowledge the planes dc 16:
You know it's a water elemental and that it would be more vulnerable if you draw it away from the water.

[ooc]Map posted in google docs, link added


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 ⇒ (15) + 4 = 19


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 surges forward and makes a single unarmed attack against the creature.

to hit: 1d20 + 3 ⇒ (16) + 3 = 19

dmg if hits: 1d6 + 3 ⇒ (6) + 3 = 9

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 + 2 ⇒ (18) + 2 = 20

Devyhn steps away from the creature (10' move) and does his best to assess the threat.

Knowledge (dungeoneering):: 1d20 + 7 ⇒ (3) + 7 = 10

Knowledge (religion):: 1d20 + 7 ⇒ (7) + 7 = 14

Spell craft:: 1d20 + 6 ⇒ (18) + 6 = 24


As Achren approaches the edge of the fountain to take a look the water rises up into a 3 foot high wave that rushes at him smashing into him with force knocking him back a few feet. The water then takes the form of a pillar and seems to be getting ready to come forward for another attack.

creature attack: 1d20 + 5 ⇒ (19) + 5 = 24

creature damage 1d6 + 3 ⇒ (4) + 3 = 7

creature initiative: 1d20 ⇒ 3

Bleyz quickly strikes the creature and the pillar wavers some.

Knowledge the planes dc 16 to identify the creature:
You know it's a water elemental and that it would be more vulnerable if you draw it away from the water.

Re-posting because I hadn't realized it had posted it already and I cant go back and change it. Map posted in google docs, link to google docs added in the description at the top


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)

don't forget to take the space out of the link to get it to work properly, folks! :)


As far as Devyhn can tell the creature is just an animated mass of water. He has heard of such elemental creatures existing but knows nothing specific about them.

Need Erik and Achren to post.


-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 ⇒ (13) + 2 = 15

Erik quickly draws his sword and moves to attack the creature.

Power Attack: 1d20 + 5 - 1 ⇒ (10) + 5 - 1 = 14
Damage: 2d6 + 9 ⇒ (2, 4) + 9 = 15


The pillar of water splits at the last moment avoiding Erik's attack.

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
Knowledge (Planes): 1d20 + 6 ⇒ (17) + 6 = 23

Achren grunts as the creature hits him and attacks it
Claw 1: 1d20 + 5 ⇒ (7) + 5 = 12
Claw 2: 1d20 + 5 ⇒ (10) + 5 = 15

Damage if hits

damage Claw 1: 1d4 + 5 ⇒ (1) + 5 = 6
damage Claw 2: 1d4 + 5 ⇒ (4) + 5 = 9

"Its a water Elemental. We need to draw it away from the water!"

Achren takes a step backwards (5' step after combat)


The elemental avoids Achren attacks and then slams into Erik attacking him as he is in reach but he avoids the crashing wave and it then reverts back into a pillar of rushing water.

elemental attack: 1d20 + 3 ⇒ (1) + 3 = 41d6 + 3 ⇒ (5) + 3 = 8

You can all post again.

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 gets ready to attack the Elemental if it comes close.
"Back away! let's lure it away from the water!" He shouts.

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

If it comes close, he will attack

Claw1: 1d20 + 5 ⇒ (14) + 5 = 19
Claw2: 1d20 + 5 ⇒ (13) + 5 = 18

damage if hits:

damageClaw1: 1d4 + 5 ⇒ (1) + 5 = 6
damageClaw2: 1d4 + 5 ⇒ (4) + 5 = 9

Either way, he will take a 5' step backwards after combat


-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 another swing at the water...

Power Attack: 1d20 + 5 - 1 ⇒ (17) + 5 - 1 = 21
Damage: 1d20 + 9 ⇒ (2) + 9 = 11

...and then, hearing Achren's shout, moves away from the creature.


Erik's attack lands a solid blow on the elemental and it dissolves sinking back into the fountain.

Out of combat.

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 looks around at the soaking wet chamber, the signal whistle, unsounded, drops from his lips and back to its place around his neck.

"Well, then...that was interesting. Is anyone hurt?"

He looks around at his companions, looking for obvious injuries.

Healing (untrained): 1d20 + 2 ⇒ (20) + 2 = 22


-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

"Achren, you seem to know about these things. Is it dead? Will it come back?" Erik says, eyeing the fountain suspiciously.


AChren's chains were damaged by the attack but it looks like they absorbed the entire blow.

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 draws out a pin and pricks his finger, then muttering an incantation, he casts a spell. The tattered chains of his Eidolon begin to reform.

casts rejuvenate eidolon, lesser for lesser rejuvenate: 1d10 + 1 ⇒ (6) + 1 = 7 hp healed (that's the second spell today)

After the Eidolon has reformed, he answers Erik, "No, I don't think so. It's corporeal form on this plane has been disrupted and it has returned to its native plane. Now let us cautiously examine this fountain."


Achren knowledge spellcraft: 1d20 + 6 ⇒ (17) + 6 = 23

What Achren knows:

Having a look at the runes on the fountain you can see that it is connected to the plane of water. The fountain is currently low on energy and is most likely not capable of more summonings at this time but given enough time to recharge it could summon another elemental, possibly even more than one or a larger one. For the fountain to only summon such a small elemental when you arrived it's energy must have been low already when you arrived.

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

"Hmmm. These runes indicate that the fountain is connected to the plane of water.The fountain is currently low on energy and is most likely not capable of more summonings at this time but given enough time to recharge it could summon another elemental, possibly even more than one or a larger one. For the fountain to only summon such a small elemental when we arrived it's energy must have been low already."


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)

"Then if we're going to search this place for undead, we should do so quickly, as we may have to pass this way again when we exit."

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 fountain may not discriminate. It may simply activate whenever something tries to pass. If it was low on energy, our quarry may have taken some casualties, 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

"That suggests this is not their normal route. So why did they come this way this time?" Achren muses. "Well, we will not find answers here. I guess they lie beyond that door. If Bleyz and I stand either side of it while Erik opens the door, he can fall back if there is anything there and we will all be able to hit it as it cxomes through the door. If there is nothing, Erik can scout ahead. Is that agreeable?"


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

Sorry for the delay...

Lysander offers Ausk a small, sad smile. "There will always be those who do not understand, those who fear what they don't know. But in the forests, we don't need to face that." The half-elf glances inside the cave. "I'm sure they're doing fine, I haven't heard anything, have you?"

Perception: 1d20 + 8 ⇒ (7) + 8 = 15 (Maybe to hear the group?)


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)

"Sounds like a good plan to me"

Bleyz takes up his position on one side of the door, opposite Achren.


You open the door and peer into the chamber beyond.

Time ravaged this ornate chamber, which was obviously once majestic to behold. Half-crumbled carvings of cityscapes, some atop clouds and others below the waves, adorn the walls here. Wispy cloud-stuff forms a ring of white vapor just below the ceiling. Four corridors branch off of this chamber in each cardinal direction (you entered from the west). On the eastern wall, you see a cracked and crumbling portrait of a bearded man wearing armor made of coral and some strange glowing metal rests on the archway above the corridor there.

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

"Isn't it time that we called the others in? This is clearly more than just a cave, it is some form of complex. If we go much further, they will not be able to hear us."


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)

"I have to agree, Achren. I thought it unwise to split up in the first place. Let's signal them, and they should come, though they may expect trouble if we do... or one of us could go get them. I'd be happy to do that if you think that a better plan."

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

"Agreed. But we must be cautious to warn them of the columns and the fountain. If I simply blow the whistle, they may come charging in without realizing the danger."


It would only take a minute or two to backtrack and go talk to 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

"I agree also. This complex is much larger than we thought. We must decide if we are going to continue searching it or head towards the archives."

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

"I will call the others, then we can decide how to proceed."

Devyhn moves back to the other side of the room, walking well clear of the fountain. He ratios just inside the columns, not crossing the threshold. Face the cave mouth, he blows a clear steady pitch on the whistle, hoping that it will convey a call, but not an urgent one.


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

I assume that we can hear the whistle without having to make a check... Especially considering I've got a pretty good Perception check.

Lysander quickly glances to the cave entrance at the sound of the whistle call, but relaxes a fraction as it carries on at a steady pitch. Still, best that we hurry. "Sounds that they need us, Ausk. I'd enjoy continuing this talk later, though." With that, the half-elf darts into the cavern, bow at the ready.

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

"Stop," Devyhn warns as he sees Lysander come into view. "There is a magical ward on these columns. We have not discovered how to dispel or disable it. You will feel a wash of necromantic magic when you pass between the columns. If you steel you will against it, it can be resisted. If it prevails, you will feel numbed by an unnatural cold."


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 pulls short into a slow jog and eventually comes to a halt before walking between the columns, hoping to shrug off the effects of the magic. "What magic is this...?" he mutters.

Will: 1d20 + 2 ⇒ (15) + 2 = 17


Male Half-Orc Paladin (Divine Hunter) 1

Rushing as fast as he can in his armor down the tree and to the entrance, Ausk gets there just as Devhyn finishes his warning.

"Is it truely safe then? What type of spell is it?" Ausk asks as he silently prays to Erastril for protection as he walks through the columns, eyeing them warily.


Lysander shrugs off the effect. Ausk needs to roll a will save.


Male Half-Orc Paladin (Divine Hunter) 1

forgot will save, sorry: 1d20 + 2 ⇒ (17) + 2 = 19


You also shake off the effect.

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

Seeing the two make it through without ill effect, Devyhn motions for them to give full berth to fountain in the middle of the room.

"It appears to be a gate to another plane of existence, a place where water is alive, and can coalesce into the form of a creature. Our companions here dispatched it, but the magic of the fountain appears to renew itself over time. The longer we stay, the more certain another, possibly larger water-creature will come through."

He leads them to the wooden door, and the chamber within.

"It was here that we realized that this was an underground complex, rather than a mere cave. We agreed that any decision to go farther in should be decided upon by all."


Repost of room description.

Time ravaged this ornate chamber, which was obviously once majestic to behold. Half-crumbled carvings of cityscapes, some atop clouds and others below the waves, adorn the walls here.

Wispy cloud-stuff forms a ring of white smoke just below the ceiling of the room. Four corridors branch off of this chamber in each cardinal direction (you enter from the west). On the eastern wall, you see a cracked and crumbling portrait of a bearded man wearing armor made of coral and some strange glowing metal rests on the archway above the corridor there.


-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 scans the room for tracks, seeking evidence of who may have been here recently.

Survival: 1d20 + 6 ⇒ (10) + 6 = 16

"It is strange that these undead have come in here. I cannot fathom what they might be after. Devyhn, you know about these creatures, do you have any thoughts?"

Erik shivers and pulls his cloak tighter.

"We must decide if we are to continue hunting this pack or return to the trail to the archives."

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 examines the cloud-stuff

Knowledge(Arcana): 1d20 + 6 ⇒ (6) + 6 = 12
Knowledge(Planes): 1d20 + 6 ⇒ (17) + 6 = 23
Spellcraft: 1d20 + 6 ⇒ (14) + 6 = 20
Use Magic Devicve: 1d20 + 9 ⇒ (1) + 9 = 10

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

Knowledge (religion): Monster Lore: 1d20 + 7 ⇒ (11) + 7 = 18

"If ghouls came this way, this may be their lair. Ghouls are intelligent, and generally hunt in packs. If zombies came this way, they would have to be marshalled by some intelligent being. They could be the footman for a user of necromantics who dwells here."


The circle of clouds spins and spins and out comes the form of a vaguely humanoid winged figured made of smoke and whirling air. It attacks! An elemental or air this time! This one is twice the size of the water one.

It goes for Devyhn and takes a swing at him with a cloudy arm but even caught off guard he avoids the blow.
attack: 1d20 + 8 ⇒ (4) + 8 = 121d6 + 1 ⇒ (6) + 1 = 7
init: 1d20 + 9 ⇒ (15) + 9 = 24


Bleyz init: 1d20 + 4 ⇒ (12) + 4 = 16

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