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
"Naila, you need to decide now. If you are joining us, then we are journeying to Axis, now. If you wish to go home, I suspect this portal will take you back to the garden."
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
"Very well," Devyhn replies with a nod.
He retrieves the spiral pendant and holds it aloft. "Each of you place a hand on me," he instructs the group. Once everyone is in contact with him, he gives the pendant a spin. He says in a solemn tone: "In the name of Pharasma, Goddess of Birth, Death and Prophecy, bring us to the Eternal City of Axis."
Everyone touches Devyhn and he summons the power of the spiral. Unlike the portal however the transition is not so smooth. You feel like a cloth being twisted to drain the water out and then slowly untwisted. The world around you blurs and slowly becomes more clear until you find yourselves in the largest city in existence.
The Eternal City of Axis.
The City of Axis exists among the planes of the Outer Sphere as the personification of universal law, a shining example of perfect order and harmony rising out of the churning Maelstrom. Within the plane's golden barrier walls, the streets are perfectly ordered and clean, the buildings appear as paragons of their respective architectural styles from virtually every culture within the multiverse, and the natives strive to live in orchestrated harmony. Of course, some would label the plane's perfection hollow or its beauty verging on sterility, but given the eternal city's violent history and perhaps precarious present standing, its gods and outsiders alike dismiss such criticism outright. Rising out of the city is a giant spire atop which lies the Boneyard, where Pharasma judges the souls of the dead.
There is a laugh as an Ice devil steps forward "Righteous? You must be new here. This place is the domain of Law. We are the rightful owners of these souls and as such we have broken no law. Now you are blocking the path, move out of way mortal." he says.
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)
"Obviously the laws of this place are not in furtherance of the cause of good, but we have no quarrel with you, nor is our business with you." Bleyz says with a gentle hand on Lyaro's arm, he speaks low. "Let's not start trouble not already on our agenda... In this place, they are bastions of law, let's just let them pass. We have our own business to attend to." Then Bleyz moves out of their way, though he scowls at the idea of slavery, there is nothing inherently unlawful about it. It is simply a fact of life in many places.
"This is none of you business but they are those who lost their souls as part of a contracts with my kind. Now they belong to us." his scorpion like tail reaches out and grabs one around the neck lifting him up and he shows him to you as a fish merchant showing his wares.
"Want to buy one? This one is a minor noble from the material world, the cost is five hundred gold."
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
"A lesson: one should always read the fine print. A lesson some learned too late, it seems," Devyhn replies blandly.
He gives the devil a courteous nod, and a wave indicating he has no interest in buying today. He slows his wave just enough to allow the mark of Pharasma on his palm to be plainly seen.
The demon group is gone and you find yourself in a mostly deserted street somewhere near the outer edge of the city. The godmind is supposes to be in the centre.
I had a few encounters in mind for the city and I have been debating using them but I think we will just move they aren't that relevant and I find it would just slow things down.
After some searching you do manage to make your way to the inner circle of the city. You make a request to meet the Godmind and while it does take some time you are eventually granted access. While it took a few hours this is unusually fast. Normally applicant to have to wait weeks or months to have contact with the Godmind.
The Godmind takes the form of Three golden glowing pillars that surround an auditorium. Many golems stand guard all around the room. The godmind is a conglomerate of all the greatest mind of axis fused together into one operating on the three pillars of Law, Logic and Order. It rules Axis, controls the Inevitables and is devoted to spreading law and order to the universe.
You enter and stand in the auditorium and the godmind speaks sounding like a hundred voices speaking in unison.
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 approaches bows respectfully to the area between the pillars. He raises his marked palms towards the light and speaks.
"We seek knowledge for the sake of justice," Devyhn replies. "A soul has been stolen at the very moment of its mortal death. As such the soul did not come before Pharasma for judgment. She has charged us with the recovery of the soul and the punishment of those who committed this blasphemous crime. We ask the assistance of the Godmind in understanding how such a crime might have been accomplished and insight into the likely nature and whereabouts of the perpetrators."
Hmm I was sure I posted a reply this but I guess it never went trough.
"We are aware of the theft. It is most likely the work of a Protean but we do not know the purpose of the theft. This desecration of the natural order will not stand however. Cabalast the Thunderer is already on the case he is gathering information from sources in the city then he intends to travel to the scene of the crime." replies the voices.
Beings of pure chaos, the serpentine proteans slither through the anarchic improbabilities of Limbo, remaking reality according to their whims. According to their own history, they were already here when the first gods pulled forth the other planes from raw chaos—and they have been battling against the indignity ever since. Hereditary and ideological enemies of Axis, Heaven, and Hell, and especially of the residents of those planes, all proteans see it as their sacred duty to return the bland, static expanses of mundane reality to the beautiful incongruities of Limbo, for the planes’ own good and for the greater glory of their mysterious god, a dualistic deity which may be a living aspect of Limbo itself. They are Limbo’s living, breathing immune system, rooting out infections of mundanity and replacing them with beautiful entropy. Primeval in shape and philosophy, proteans are the race that most perfectly embodies the twin aspects of creation and destruction (although certain aeons might contest this claim). Even their language is mutable, evolving so quickly that few outsiders can understand it without magical aid. Ecological study is nearly impossible, as reproduction can take a wide variety of forms, from sexual union to fission to spontaneous generation. Despite their deceptively similar natural appearances, the two things that truly unify the protean race are slavish devotion to their strange god and a fervent desire for the dissolution of all reality as we know it.
Bound proteans seek to find a way to achieve this goal even when bargaining with those who dare summon and bind them (A very difficult and often foolish feat binding a protean is several times more difficult than binding a demon or devil). Proteans are immune to acid and have resistance to electricity and sonic. Their amorphous anatomy grants them immunity to polymorph effects and to critical hits and sneak attack damage. They are protected by a continuous freedom of movement, as per the spell.
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, Planes:1d20 + 16 ⇒ (10) + 16 = 26
"Would Calabast be amenable to working with us, since our goal is the same? We have already examined the scene of the crime and if he is willing to share what he has learned on this side, we will share what we learned at the crime scene with him. This would improve all of our chances of staying close on the perpetrator's trail."
"Meet him in the Three Rules tavern in the middle district. We will inform him of your arrival and he will aid you in finding the one responsible for the theft." replies the godmind.
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 Three Rules," Devyhn replies in acknowledgement and confirmation. "Thank you for granting this audience and for providing assistance in this matter."
Devyhn raises his marked palm to the light and lowers his head in a respectful bow.
You go the Tavern mentioned by the godmind and find it being quickly evacuated by everyone inside.
You peek inside and find a towering giant pinning a drow to the wall.
"YOU WILL TELL ME WHAT YOU KNOW!" says the giant.
"I told you I don't know what you need!" replies the drow.
knowledge the planes dc 25:
The giant is an Inevatible a Marut.
Behemoths of onyx and golden armor, maruts shake the ground when they walk, each thunderous step ringing a death knell for those they’ve come to take. Rarely seeming to hurry, a marut’s onslaught is deliberate, purposeful, and relentless. Its quarry may impede it or flee, running for decades or centuries, but from the initial meeting onward, the target must always look over its shoulder with the knowledge that, like death itself, the marut is ever at its heels, slowly but surely approaching, bringing balance through inevitable oblivion. Maruts primarily target those mortal souls who have artificially extended their lifespans beyond what is feasible for their race, such as liches and other powerful magic users. Extraordinary but natural means of cheating death are sometimes also punished, such as the magistrate who murders an entire starving town to save himself, or those who foresee their own deaths via divination magic and are therefore able to avoid them. Although they are capable of speaking eloquently in any language, and frequently gather vast amounts of information from those who are intimidated by their mere presence, maruts rarely engage in conversation or strategic alliances with mortals. Even on the battlefield, the juggernauts prefer to remain silent, knowing that their targets are already aware of their own transgressions and that all mortals secretly harbor dreams of immortality.
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 steps forward and bows.
"Cabalast I presume? We wish to speak with you concerning the theft of a soul at the moment of death. We have been investigating this from the scene of the crime and believe it would be in both our interests to share our discoveries and see if it will yield a better understanding."
"I AM. I AM AWARE OF YOU AND COOPERATION HAS BEEN APPROVED. I ASSUME YOU MEAN VERIFIED THE SCENE OF THE MURDER. I AM HOWEVER MORE INTERESTED IN GOING TO THE SCENE OF THE KIDNAPPING." says Cabalast turning around as the drow makes a quick exit towards the back.
"My method of travelling the realms is personal. I trust you have your own? Meet me in the Inner court."
after you confirm with Cabalast you can travel there he vanishes in a flash.
You use the Spiral again and once you regain your senses you find yourselves standing in what seems to be an endless graveyard stretching in all directions and there seems to be no sign of Cabalast.
This is the graveyard of souls, the outermost area of the Boneyard were the atheist, agnostic and blasphemers are buried. This place is plagued with restless spirits and the occasional Daemon come to feast on them so one must beware. Oddly enought you had meant
The Boneyard:
While most people imagine the Boneyard as one giant graveyard, there is a great deal more to it. It is a vast disc, hovering high above the perfectly ordered and lawful city-plane of Axis, whose elegant geometry can sometimes just barely be seen in the distance. Most of those who seek the Boneyard ascend from Axis, climbing the thousands of stairs of Pharasma's spire up towards the Inner Court of the Boneyard. The spire is surrounded by the flow of the river of souls the means by which souls arrive in this realm.
The Inner Court is a massive courtyard filled with Demons and Angels and all sorts of other outsiders, attempting to persuade mortal souls to join their home plane in the afterlife. At the center lies Pharasma's palace, and while most judgements are passed long before the soul actually reaches the boneyard or worked out through deals in the inner court, she personally presides over the most difficult and complex cases.
Beyond the inner court, the plane is divided into eight courts, each dedicated to an outer plane, where souls who's judgement was already determined end up. They tend to resemble the plane they are devoted to, though with much more decoration and celebration to tempt those who haven't already decided. At the far end of each is a portal to the plane it represents, allowing each access to and from the Boneyard.
The one exception to this is the Devouring Court of Abaddon, plane of daemons and death and pure evil. It is entirely barren, aside from the miserable souls that shuffle their way to damnation, and the occasional daemon who guides them to their doom. The largest and outermost section of the disc is called the graveyard of souls, endless fields of graves and catacombs as far as you can see and beyond. While some souls devoted to Pharasma remain here as guards and guides, the souls of those who rejected to gods and refused to move on also remain here, still angry and often hostile.
Also worth mentioning is the massive skull-faced moon-god, Groetus. He is clearly visible from all sections of the plane, even from the upper half of the spire beneath. He watches and wails and draws ever closer, waiting for the time to come for him to end reality as we know it.
I was wondering the same thing I'm looking into it. hopefully one of the others can clarify it. This is the first game I run on this site so im not familiar with everything yet.
I'm also curious to know if there is any checking procedure for the characters. Right now I could be posting anything but unless someone has vetted it, how would you know it to be true? Not that I am planning on cheating. But there remains the possibility I have overlooked something, or have done something the GM is unhappy with and presently there is no way to check it unless I am missing something.
Everyone else I can look at their character sheet by clicking on their name so their something missing that you didn't do. unfortunatly I dont know what that is.
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
DireMerc, two of the players, Erik and Lysandre, posted in a duplicate thread. You may want to send them a private message with a link letting them know that the rest of us are over here.
It's not a problem I made a post about it in the recruitment trad. If you noticed the name of the topic It was a recruitment add.
Basically the way it went is I made the original recruitment treat in the gameplay section, then I made the recruitment topic were you all posted to join and then because I wanted to fix the name of the gameplay tread I had to make a new campaign tread.
Thus the gameplay tread we will be posting in is not linked to the recruitment tread where you joined.
Seems to me we have a Monk, a Synthesist, an Inquisitor, a Ranger, an Elven archer and a paladin. The Monk, The Paladin and the Synthesist can all be front line, The Elven archer is definitely back-line. The Ranger - Are you TWF, Archer or Switch Hitter? I can do some buffs (Only Enlarge person at the moment). Devlyn, not sure how you see your role? (not played with too many inquisitors).
The only weakness I see is healing. Maybe ask sazed for a wand of CLW ASAP and give it to one of the divines?
OK, didn't realise he was an archer. That's what you get when you assume!
I think we are a bit short on buffs at the moment. Once I get a few levels under me, I should get access to more and better spells, but we may need Dev's buffs until then at least.
Switch hitter sounds perfect, I think we should be looking to make opponents come to us with our back line firepower, and Enlarge will support that nicely with reach.
So, we've got the Monk and Synthesist Front line, two archers back line and a switch-hitter and a buff-hitter (if you'll excuse the term).
Not sure how well a cart will make it through Forest wilderness. Horse is a possibility, but bear in mind that we will end up in an underground vault, at which point we will either have to split the party to guard the horse(s) or run the risk that some wild animal or other creature may kill/spook the horse(s) and we will lose all our gear. It may be possible to fit a medium creature in the dungeon (riding dog, donkey or mule).
Also, using a creature to carry incidentals means running the risk of it being attacked and losing all those incidentals.
Personally, I carry all my incidentals. But then I have high STR and not much in the way of heavy stuff.
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
Devhyn I will happily pay for half a tent with you and I am happy to carry it too. I don't sleep but I will need to rest for 8 hours to regain lost spell slots.
-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
125 happily towards the CLW wand.
40 arrows cold iron 4gp
40 arrows silver 4gp
40 arrows blunt 4gp
A cold iron heavy flail 30 go
a silver long sword 105 go
Happy to buy and share a tent or get my own as required.
Erik, Ausk has a tent with spare capacity. Not sure that Lysander would be happy to share with a half-orc given the animosity between their races, so he can share with Bleyz if everyone is happy with that?
Yeah I had noticed that I didn't think there was the email notification although it was a feature I liked in the sited I used to play on.
Although the way the forums are set and the characters linked is much better 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
I'm not entirely clear on the impact foraging etc has on speed through the woods but I suspect I better buy some more trail rations so we can keep moving quickly.
(1) The village is plagued by occasional Undead attacks; zombies and ghouls from the sound of things, but they feel that it is in hand,
(2) A girl has been abducted.
I suggest that we not go looking for the source of (1), but if we come across it and can do something about it, we should. If we can't do anything about it, at least we can report it to the village and they can decide what to do about it.
(2) is more serious. The girl is in the hands of known killers, who are headed in the direction we are. Seems to me we can kill two birds with one stone by cracking on, the sooner the better. Also they would not have taken the excess baggage of an unwilling victim unless they had a purpose for her. Since they have not killed her out of hand (her body has not been found), I think we can assume she is alive - for now.
Unless of course she chose to go with them - but my gut says a group like that is not wanting to have some random girl tagging along with them. Especially in dangerous territory.
Yeah, and Ausk is hoping that by going with the others on the undead hunt, we'll come across the girl. I agree that the girl is of top priority, the undead will still be there, the girl? Who knows.
I was just checking that mini-adventure has all the details about what is causing the undead. Since you haven't looked into it I will just included it as an optional side-quest.