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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Take 10 on an Engineering check to examine the Golem. Using a Point of Inspiration.

Inspiration: 1d6 ⇒ 3

Total Engineering = 29


The golem is ancient, several centuries old at least.

It is well designed and seems to have been maintained and repaired a during the time it was down here. A few of the parts look new.

You can spot a few places that can be exploited as weaknesses. (you get a +2 circumstance bonus on attack and damage rolls on this type of clockwork construct)

Most notable of which is a weakness to electricity. Also greasing them up with oil can slow them down.

you know the following:

Winding (Ex) Clockwork constructs must be wound with special keys in order to function. As a general rule, a fully wound clockwork can remain active for 1 day per Hit Die, but shorter or longer durations are possible.

Vulnerable to Electricity: Clockwork constructs take 150% as much damage as normal from electricity attacks.

Swift Reactions (Ex) Clockwork constructs generally react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.

Difficult to Create (Ex) The time and gp cost required to create a clockwork is 150% of normal. Construction requirements in individual clockwork monster entries are already increased.

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 stares at the mask for a long moment, weighing the potential knowledge gained versus the possibility of madness.

"Will the risk be worth the reward?" he mutters to himself, as he rubs his chin in contemplation.


Arkanost examines the golem parts with great interest, occasionally making an excited noise. He pulls out a small iron bar that he twists, folds, and bends, into various tools as he works and conjures an Unseen Servant to assist him as he works.

"So it would seem that this clockwork construct is rather well kept. A few of the parts seemed to have been replaced and maintained within the dungeon itself."

He ponders for a moment before continuing. "The construction of this leads me to think that these clockwork constructs are more agile and swift than the constructs I'm used to working with. Also it seems they are wound up with a special key to function properly...so either someone or something keeps these constructs wound up every few days."

He then smiles. "But it also seems they are quite vulnerable to electricity due to their construction."

After he is done he looks up and around. "So what are we going to do with that neat mask? Which one of you will try 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)

"It seems that the mask would be best suited to a strong-willed individual. I am willing to take the risk... I did so with the fist and it has proven to be advantageous, once I made peace with the limitations it imposed."

do we know the command word for it, was that part of the purchase, or was it learned through spellcraft checks?

If we know it, then we can use it... if we don't know it, the mask is relatively harmless anyway

"Is it cursed? Once put on, can it be taken off again?"

if the answer is no/yes, in that order:

Bleyz lifts the mask and places it over his face... [/ooc]and now his avatar matches his appearance, lol... prophetic?[/ooc]

if the answers are anything else:

Bleyz pauses, mask in hand, and asks, "Shall I risk this then? I believe the forces of the universe brought this to us for a reason, and risky or not, we should probably make use of it. On the other hand, you may have a different opinion and before I put it on, I'd like to hear it."


Arkanost looks to Bleyz. "The mask doesn't seem cursed. But it still could prove to be dangerous to your mind. But at least you should be able to take it off from what I learned about 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)

Bleyz lofts a brow, shrugs and puts on the mask... "WHat's the command word? Best write it down, rather than speak it... though I presume only the wearer can activate it, let's err on the side of caution."


Once Bleyz puts the mask on he feels a strange sensation as the mask makes a copy of all his memories make a will save.

He become aware of the command words shortly after strangely enough it feels to him as if he always knew them but somehow forgot.


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)

will save: 1d20 + 16 ⇒ (16) + 16 = 32


Bleyz manages to navigate the mask but without making any specific request from the mask he only manages to get glimpses of various events separated by decades. He understand however that this the maze was built for several purpose. It server to keep out thieves and to test potential recruits for a secret organisation. The vision also show him some men talking about how the vault at the end of the labyrinth had a secret entrance to a secondary vault that held the true treasure of this place.


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 advises the rest as to what he knows about the maze... "This labyrinth was built to foil thievery and test recruits for some secret organization... At the end of the maze is a vault, in which is hidden a secret entrance to a second vault, wherein lies the real treasure this place was meant to protect."

He tries to pose a question to the mask, using the correct command word, if there is one for this... ~~~Can you show me the path through the maze?~~~


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

After listening to Blazes words Lyaro blurts out.

"Or at least how to navigate your way through the maze, is there a code or something?"

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 exhales in relief as the magic of the mask fails to bring madness to his friend.

"Anything that will give us a course would be helpful - even if it only gives us a glimpse of which way not to go."


Arkanost looks quite excited as Bleyz recounts what he saw in the mask.

"Ooh. A secret organization with a secret vault within a maze dungeon! This sounds exciting...and dangerous...but mostly exciting."


Many images of paths and secret passages assail Bleyz he is unable to make any sense of it at the moment and his head starts to hurt. wisdom damage: 1d6 ⇒ 6

If he enters the maze and walks around he might be able to recognises some of the places he saw however.


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)

ow! 6 wis dmg? that's harsh... if he rests or has the damage healed, will he lose these vestigial memories


No if the damage is healed you wont lose those memories.

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 should make preparations to enter the complex," Devyhn suggests. "If that mask can put a map behind your eyes, we need to be on the path in order to follow it."

"Is there any additional gear we should consider purchasing?" he asks the rest of 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)

"SOmething to restore my clear thought processes would be nice... My head feels like mud sloshing between my ears, and I can't seem to focus clearly."


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

"Are there any healing temples that you would be comfortable visiting?" he asks Bleyz


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)

"Any, actually... I've no quarrel with any temples personally. If they have a problem with me, that's on them."

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 can help you," Devyhn offers. He allows Pharasma's power to flow into the symbols on his palms and then places them on each of Bleyz's temples.

(casts restoration)

"May the Gray Lady's Grace bring peace to your mind."


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)

"Ah, Devyhn... thank you! That's just what I needed... already the sense that my will was failing is fading... I'll be fine now... let's go tackle this while my thoughts and memories of this place are clear!"


Having made all the preparations you can.

You head to one of the entrances of the Maze of trials. The door opens as you approach.

A short flight of stone stairs leads down into an elegant room tiled with white marble on the floor, walls, and ceiling. A long raised trough running through the center of the floor contains a few feet of crystal-clear water and lazily swimming orange fish. A random assortment of small rugs and reed mats covers the floor near the southern wall.

There doesn't seem to be anything here of interest so you move on to the next room.

This small stone room is dominated at the north end (you enter from the west) by a massive pile of treasure. Gold coins spill from open coffers draped with fine silks and furs, and glowing swords stand propped against barrels and crates holding gem-encrusted armor.

There is an open passage going south and another going east from here.


Arkanost looks on excitedly as the group ventures into the maze. He stops for a moment to look at the orange fish. "Hello fishy!" before catching up with the group, Forge lumbering behind him.

Upon entering the next chamber he looks on in awe at the treasure and glowing swords. He grabs a vial from his Handy Haversack and drinks it down. Elixir of Vision: +10 competence bonus on Perception checks for 1 hour.

He stops and casts a minor spell. Detect Magic and takes a look at the pile of treasure, looking for traps or spell wards.

Perception: 1d20 + 26 ⇒ (9) + 26 = 35


Arkanost detects Illusion and transmutation magic coming from the treasure.


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 also uses detect magic on the treasure

Perception: 1d20 + 19 ⇒ (10) + 19 = 29

"Seems to be illusion magic, i'm not sure we want to try pick any of it up, it's most likely a trap. South or east?." he says looking at the treasure


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 rubs his forehead as if to ward off a headache as he turns his thoughts to the memories from the mask to determine the best route to take... south or east... to get through the maze.


DireMerc, did I find any traps on the treasure?

Arkanost looks up to Lyaro.

"Yeah some Illusion and some Transmutation magic it seems. If it is a magical trap I could more than likely disable it if you like." he says with a smile.


Try making a will save to disbelieve.


Will: 1d20 + 11 ⇒ (10) + 11 = 21
+2 racial bonus against illusion spells and effects = 23


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

will save.. I Disbelieve!: 1d20 + 8 ⇒ (6) + 8 = 14

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

Will Save, Disbelieve!: 1d20 + 12 ⇒ (19) + 12 = 31


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)

will save to disbelieve: 1d20 + 16 ⇒ (13) + 16 = 29


Devyhn and Bleyz re able to perceive that the entire treasure is just an illusion hiding an empty alcove. There appears to be something in the back an outline that could be a door however.

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 treasure is an illusion," Devyhn says in a confident tone. "There appears to be an outline in the wall towards the back of the chamber, a hidden door, perhaps."


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 moves cautiously toward the strange outline, carefully watching for traps along the way, and searching the outlined area as well.

perception: 1d20 + 19 ⇒ (12) + 19 = 31


A character faced with proof that an illusion isn't real needs no saving throw.

Upon seeing Bleyz pass through the illusion Arkanost shakes his head and focuses, before following into the "Treasure".

As he sees the outline within the alcove he scrutinizes the area.

Knowledge: Engineering: 1d20 + 16 ⇒ (4) + 16 = 20

Perception: 1d20 + 25 ⇒ (8) + 25 = 33
34 for Traps since I have Trapfinding.

"Good eyes comrades! This place is already quite interesting."


Arkanost notices pressure plates were the treasure is located Likely rigged to set of a trap. He also realises the transmutation magic he felt before is coming from behind the wall at the back of the alcove.


"Ooooh, careful. I see a pressure plate here on the floor."

Arkanost kneels down beside the pressure plate and begins to pull out various tools and a number of strange objects; including a bent steel spork and a fishhook.

He begins to fiddle with the pressure plate by sticking the bent spork underneath a plate while tinkering away with his tools.

I'll use a point of Mechanical Inspiration to add to my check.

Disable Device (Take 10): 10 + 27 = 37 +Inspiration: 1d6 ⇒ 6 = 43

If I beat the DC of the trap by 10, I want to figure out what it does and rig it so that me and my allies can bypass it with out setting it off.

Disable Device Rules:
"A rogue who beats a trap's DC by 10 or more can study the trap, figure out how it works, and bypass it without disarming it. A rogue can rig a trap so her allies can bypass it as well."


The pressure plate causes the wall in front of you to fall forward (potentially crushing the person on the pressure plate).


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

"Umm Arkanost please watchout , we don't want to trigger the trap. Can't we just avoid it rather than playing with it?" Says Lyaro with a little concern as he approaches the door


Arkanost looks up from the pressure plate. "Ummm...the pressure plate triggers that wall to slam forward...crushing what's upon it."

He then looks at Lyaro and puffs up his chest. "I'm not playing with it...much." he says with a smirk.

"I have full control of the trap, this kind of stuff is my specialty! Though I still feel some kind of Transmutation magic coming from behind the wall over there." he says while pointing.

"But yeah no danger with this trap right now." he says as he steps onto the pressure plate.

I'm just going to leave the trap rigged so that we can bypass it.


Not much more to do here. You can manually trigger the trap and move safely away to see what is behind the wall if anything or your can move on.


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 will step back to safety and watch the trap triggering

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 waits with Lyaro for the trap to be disarmed.


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 waits for Arkanost to trigger the trap as well..


Ok I assume you decide to collapse the wall while a safe distance away.

Alright so you trigger the trap and safely collapse the wall revealing the chamber beyond.

A large beast is present right behind the now collapsed wall and it seems to be held in place by a shimmering field (stasis) that vanishes moments after the wall collapses.

The creature behind the wall is a hulking beast that has slick, gray, hairless skin. Its numerous yellow eyes and wide toothy maw are its only facial features. It roars as it becomes free from the magic field.

init: 1d20 + 1 ⇒ (8) + 1 = 9

roll init if you beat him post your action.

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 + 5 ⇒ (4) + 5 = 9

Dungeoneering - monster lore: 1d20 + 19 ⇒ (4) + 19 = 23

Planes - monster lore: 1d20 + 18 ⇒ (3) + 18 = 21

Religion - monster lore: 1d20 + 18 ⇒ (14) + 18 = 32


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

how far was a 'safe distance'?

IF close enough, Bleyz charges the creature, spending a ki point to increase his ac by 4, making his ace 28+4-2=30. He strikes using a charge of his elemental fist for fire damage.

to hit: 1d20 + 11 + 2 ⇒ (10) + 11 + 2 = 23 vs flat-footed
dmg if hits: 2d6 + 5 + 3d6 ⇒ (4, 6) + 5 + (4, 6, 2) = 27 the 12 points of 3d6 are the fire damage, if there are resistances or immunities to fire

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