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 Elf Magus 10 HP:48/72|AC:24|T:16|FF:19|CMB:+7|CMD:22|Fort:+8|Ref:+8|Will:+8|Init:+5|Perc :+19| Arcane Pool: 5:10

"Evidently not. thus further investigation is warranted. Unless your father has taken the elixir and removed the temptation?"


"He hasn't yet, but lets go see him." says Naila.


You go see Faldus Anvanory with Naila.

He is in his office were he was murdered a few weeks ago with the vial of sun orchid elixir on his desk.

He seems lost in thought as you enter and finally notices you.

"Ah! You must be the adventurers that rescued me. My daughter told me a bit of the trials you had to endure for my sake. I made an appeal to the magistrate to have you released I am glad to see that whole matter was resolved so quickly! I cannot express enough gratitude not only for my rescue but for keeping my daughter safe!" he notices the body of Erik.

"Who is this? One of your comrades?"

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

"You are welcome, Master Anvanory. Yes, this is Erik, my friend and body guard. He was slain when we encountered an armed band pursuing the Blind Monk. We would be most appreciative, if you could arrange for his ressurection."

Diplomacy: 1d20 + 15 ⇒ (13) + 15 = 28


"Sorry for the delay had a bit of a car accident. Nobody was injured but I needed a new car and some paperwork was involved"

"But of course! Unbelievable! I had planned on waiting until I was older to take the elixir but it seems I must remove the temptation immediately as it seems we will never know peace while I have it."

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 agree. The power of the elixir has nearly cost you your soul, and as long as it remains in that vial, you will never be safe."


With that said Anvanory goes and drinks his elixir instantly becoming a young man several years younger than his daughter.

He grins "Now I must rebuilt my finances, by the time I get old again I will be tens times richer than I was this time and I can get two vials! One for me and my daughter! I will have extra security hired of course!"

He makes arrangements for Erik to be revived and even offers you a reward of 25 000 gold and makes arrangements for a ship to take you back to Vellumis were the pathfinder lodge awaits your return.


You take your reward but as your about to get Erik revived the Royal Army come after you under the orders of the local Vizer (queen's adviser) to try and arrest you once more. A message from Yusef arrives moments before they do to warn you that the vizier was likely involved with the former high priest and you manage to get to the docks to Anvanory ship and escape before the royal army catches up. Still better to stay out of Lamasara for a while.

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

As the party spirits away on the ship, Devyhn pauses to say a prayer on behalf of his fallen friend and protector.

"Gray Lady, if my words bear any weight in his soul's judgment, let them be heard and added to the balance. Erik fought and died in the defense for the sake of the mission you entrusted to me to complete. He did not flinch or flee from battle and accepted each wound for the sake of our greater purpose. If it pleases you, please call him home to a hero's welcome and a well-earned rest."


You leave the desert nation behind and return to Vellumis a journey lasting around two weeks but the trip is calm and uneventful.

Once there you return to the pathfinder lodge to report on your mission and to get the latest news about the Razmiran movements.


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 returns to Vellumis with a heavy burden of melancholy... not so much guilt, he didn't feel personally responsible for Erik's death, but he was feeling overwhelmed with sadness at his passing and couldn't shake the feeling that something more might have been done before he was lost to them. Too many 'what ifs' to consider.

so what is the latest news? and what is our next task to try to prevent the Razmirans from their goals?

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

"We uncovered a Razmiran posing as a Pharasman High Priest," Devyhn reports with a note of disgust. "Furthermore, he murdered the merchant who purchased this most recent Sun Orchid Elixir and compacted with a powerful protean to capture the departed soul before it reached the Boneyard."

"A team of assassins was sent to intercept the delivery of the elixir even after the merchant's soul was returned to his body. We fought and defeated them, but at great loss. Erik fell in the battle, and we were unable to save him." Devyhn's face falls, clearly saddened by speaking of his friend's loss.

"I would not be surprised if this chase doesn't lead us into a face to face confrontation with the false god himself. His minions have shown no signs of abandoning their plans, even as we unravel them."


Ok well it's been a rough weekend but life goes on and lets get this moving again

"We are sorry to hear about Erik but at least his plans have been thwarted. Keeper magic can allow one to store many things for later use...Strength, vitality, knowledge, speed and magic but it cannot be used to recover is youth. While you were gone he has been busy however. Nearly all of the river kingdoms are now under the rule of Razmir. Only Pitax remains independent as the king of Pitax refused to bow down. We believe Razmir will invade them soon. However we have heard rumours of a rebel group in Razmiran working to bring down the would be god-emperor. we send an agent to make contact with them and we hope to get news back soon. I have also been working on locating the other indexes and I think I have a lead on one. Have you ever heard of Kaer Maga? A large labyrinth full of traps and treasure has recently been found underneath it and salvagers have been flocking to it. My reserach has led me to believe that labyrinth is a keeper vault and at the end of it is the Index of Dexterity" says Sazed.

You've probably at least heard of it.

Kaer Maga:

Standing atop one of the highest spots of the Storval Rise, the cliff-top city of Kaer Maga[2] (pronounced kare MAH-gah)[3] is built inside the ruins of an ancient fortress: a six-sided ring of 80-foot-high seamless stone, stretching more than a half mile in diameter and topped with towers of every shape and design.[4] Also known as the Asylum Stone, Kaer Maga has served as a refuge for exiles, misfits, and ne'er-do-wells fleeing persecution and prosecution for thousands of years, and is known throughout Golarion as a place where anyone can fit in, and where anything can be bought and sold.

In case you forgot The indexes are six items of incredible power usable only by keepers such as Sazed or Razmir. They can store an unlimited amount of a certain attribute by draining it from living beings (they can even drain themselves and then recover the damage naturally or by magic). Sazed currently has the index of strength and wisdom in his possession meaning he can increase his strength to massive levels and cast divine spells for days without running out. Razmir on the other hand is known to have the index of Intelligence and Charisma. Which is the source of his legions of devout followers and his incredible arcane powers.


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 guess if word gets out of the index being there, others will be flocking to acquire this as well as generic treasure hunters... we'd best make haste before we have to contend with such rivals."


"For the most part your average treasure hunters will not know what it is if they find it but we must make sure it never reaches Razmir or he will be even more difficult to defeat. says Sazed

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

"Which is more urgent, the Index or the River Kingdoms? It sounds as though the Index would be the greater threat, but that is only my opinion. What do you think, Sazed?"

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

"It sounds like keeping the Indexes out of the hands of the enemy is essential," Devyhn offers. "The best way to stop a war is to be prepared to fight it."


"Yes we are doing what we can to rally the river kingdoms in rebellion but for now the index must be the priority says Sazed

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

"Agreed. I guess we must make haste to Kaer Maga."


Male Elf Magus 10 HP:48/72|AC:24|T:16|FF:19|CMB:+7|CMD:22|Fort:+8|Ref:+8|Will:+8|Init:+5|Perc :+19| Arcane Pool: 5:10

"Do we have a faster way of travel available than mounts?" he says hopefully "The terrain between here and there seems to get a bit treacherous."


"When you are ready I can have a mage teleport you to the city. We have a contact named Wen Histani. She works with the pathfinder society. She was tasked with finding out as much as she could about the underground maze and it's defences. You will find her at the temple of Abadar in the city." says Sazed


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)

"Where in the city will we be teleported to? It would help to be prepared."


"The mage will teleport you to A tavern and Inn called The Dead Man's Last Breath...Don't worry about the name it not as grim as one would believe."


If your all prepared the mage meets up with you and teleports you to the tavern so you can begin your next mission.


All still around?

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'm here. I just didn't know who or what was in the tavern.


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)

still here. was kinda waiting for the scene to be set at the tavern... wrong reaction?


Ah I was waiting on posts from you guys to continue. The tavern is a pretty typical one. It can be a place for you to rest and recuperate between journeys into the dungeon.

Your next step would be to ask around about the dungeon I supposes and maybe go to temple of abadar and meet your contact.


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)

"Shall we secure rooms for a possible extended stay and then pay a visit to the temple of Abadar?" Assuming that that will be the plan, Bleyz asks about accomodations for all... either one large suite, or separate rooms, whatever is available.


The Inkeeper a midle-aged overweight man looks you over. "From the lodge right? I was told to expect you. I have rooms prepared for you paid for a week. Your treasure seekers then? I heard there was another group that came out earlier today, they were a few members short but they got a good haul. They are selling what they brought back at the auction house tonight."


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)

"REally? that's interesting... any idea what they brought back? and are the items available for viewing prior to the auction?"


"Some tablets, jewellery some statuettes and other assorted items. They aren't letting anyone examine anything until the auction starts and even then nothing more than a quick look and a spell or two. They make more money that way if people aren't sure what it's worth."


Male Elf Magus 10 HP:48/72|AC:24|T:16|FF:19|CMB:+7|CMD:22|Fort:+8|Ref:+8|Will:+8|Init:+5|Perc :+19| Arcane Pool: 5:10

"Very interesting thankyou..

Later when they are together

"We should definitely go and see what's been found and if these folk are genuine."

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

"Sounds good to me"

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

"It will certainly be interesting to see what they have brought back," Devyhn replies, nodding in agreement.


You still have time before the auction is open so you decide to go to the temple of Abadar.

When you head out you get your first real look at the city. at first look, Kaer Maga appears a walled city of white stone, with a tight cluster of towers emerging from the walls. However after you look around the truth becomes apparent: Walls do not surround Kaer Maga; the city is its walls. The entire city is housed within a single giant structure, an ancient building of unknown function stretching more than half a mile across. In the ages since its original inhabitants disappeared, the building has become a haven for squatters from across the world, a city populated by those who don’t fit in elsewhere. As you travel the street you encounter a number of different species openly walking the streets from all over the world even a number of wererats in hybrid form that don't bother hiding what they are and nobody seems to mind.

When you arrive at the temple of Abadar an elegant stone affair with flowing arches, wide halls and massive steel doors that take 4 men to open or close.

A priest brings you to a meeting room were you meet Wen Histani your contact for this operation.

She is a prelate of this regional branch of the Abadarian church, and carries herself with the quiet confidence of someone used to being obeyed. Her tanned and smooth olive skin, combined with her dark hair, hints at a southern heritage. She wears a finely wrought silver circlet and a rich gold ribbon ties back her hair. Despite her beauty, her face is serious as she seats herself at the head of the room’s plain wooden table and motions for you to do the same.

"I understand I have not been told everything but I know that your looking for something in the maze that was found beneath the city something very powerful that belonged to an organisation called the keepers. I did some digging and it seems there is evidence that the maze was built by the keepers to protect and archive of somekind. I wasn't able to get much information about it's defences however. I can tell you there are multiple entrances at least six and I have a few records taken from others who tried to go in but most are tighed lip about it as they intent to try again and don't want to give anything away to potential rivals"

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 gives the priestess a respectful nod. He gives a small sigh at mention of the reticence of the other groups.

"The promise of riches will do that," he replies. "It is not everyone who can see the greater goal beyond the smaller, short term gains. We will be grateful for whatever you can provide; a map or floor plan, perhaps?" he asks hopefully.

As he speaks, he silently prays to Pharasma to reveal the woman's nature.

(Class ability: detect evil at will)


She doesn't detect as evil.


Male Elf Magus 10 HP:48/72|AC:24|T:16|FF:19|CMB:+7|CMD:22|Fort:+8|Ref:+8|Will:+8|Init:+5|Perc :+19| Arcane Pool: 5:10

"If we need to traverse a maze that has stymied others before we will want several ways of tracking our progress.. maybe, chalk, arcane marks, stones, rope and such.. to try and get past whatever things are set to stop people navigating the maze."


"Traps and puzzles will be your primary concern here well that and automatons." replies the priestess.

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

"Automatons? What kind of automatons?"


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)

"Constructs or clockwork beings perhaps?" he waits for a definitive answer from the priestess.


"Clockwork machines they seem to leave people alone for the most parts but if you break the rules they attack. We don't know exactly all the rules but causing damage to the facility by smashing open a door or damaging a wall seems to trigger them. Some of them however seem to want to keep people out of certain rooms and attack when you enter."


Male Elf Magus 10 HP:48/72|AC:24|T:16|FF:19|CMB:+7|CMD:22|Fort:+8|Ref:+8|Will:+8|Init:+5|Perc :+19| Arcane Pool: 5:10

Lyaro listens and then says

"At least I have an adamantine sword to breakthrough the automatons defences.. anyone else have particular efficacy against constructs?"


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 bear the Grasp of Torag," he says, holding up his fist. "It may not look like too much, but it strikes with the strength of adamantine weaponry."

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 shakes his head.

"I have no way of easily bypassing such defenses. Hopefully I will be able to smash right through them. If not, I will just have to support as best I can."


As a note you've several days rest and should be fully healed and have your spells and abilities prepared and You should have been able to recharge the staff of healing to max charges (10 charges)


"In any case I recommend checking out the auction hall tonight. One group just came back and they are selling what they found there. There may be something in there that will be useful to you."


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 interesting and promising... the auction that is... I will be there, thanks... "

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

"Indeed, something they see as saleable may provide valuable insight to what we will find within the complex."

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