The Adventures of Mesdoram and Rameth

Game Master Vuvu

Map

City Spreadsheet


951 to 1,000 of 1,589 << first < prev | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | next > last >>

Unnamed

No one has followed yet. Safe bet they know the guards are dead and will increase the numbers,

Depending on exactly what you wanna do sure

Try dingeoneerjng, engineering. For starters


Skills:
Acro 14, Bluff 14, Craft (alch) 25, Dipl 14, Dis Dev 20, Disg 3, Esc Art 8, Int 8, Know (arc/local/nature/planes) 10/10/8/8, Ling 9, Perc 20, Pro (cook/sailor) 10/12, Sen Mot 12, Sle Hand 9, Spell 10, Stea 19, Surv 9, UMD 11
M Human (Azlanti) Investigator | Level 8
Vitals:
HP 60/60 | AC 18 (27), T 13 (20), FF 15 (21) | F 4 R 9 (13) W 10 | CMB +7(11) CMD 20(28)| Init +5(9) | Perc +20(19)

I have...neither of those. Curse Rameth and his reliance on Strength!

Intelligence: 1d20 + 4 + 1d8 ⇒ (18) + 4 + (3) = 25
Intelligence: 1d20 + 4 + 1d8 ⇒ (13) + 4 + (7) = 24


Unnamed

It appears that Rameth's trap is actually fairly extensive, it will actually fill the entire corridor with rocks and rubble, it will either completely seal the tunnel, but could easily crush the entire orc tribe were you to lure them in to it, you also recall that there are many creatures in the under dark that you could possibly lure out and into the orc camp, which might be able to do some damage.

i am sure there are other options, but those are the two that came to my mind. open to others


Skills:
Acro 14, Bluff 14, Craft (alch) 25, Dipl 14, Dis Dev 20, Disg 3, Esc Art 8, Int 8, Know (arc/local/nature/planes) 10/10/8/8, Ling 9, Perc 20, Pro (cook/sailor) 10/12, Sen Mot 12, Sle Hand 9, Spell 10, Stea 19, Surv 9, UMD 11
M Human (Azlanti) Investigator | Level 8
Vitals:
HP 60/60 | AC 18 (27), T 13 (20), FF 15 (21) | F 4 R 9 (13) W 10 | CMB +7(11) CMD 20(28)| Init +5(9) | Perc +20(19)

Would I use bluff to determine if I lured them all there or just think up something outlandish?


Unnamed

A bluff to draw the orcs? Big minus w/o speaking orcish. But I do like wacky


Skills:
Acro 14, Bluff 14, Craft (alch) 25, Dipl 14, Dis Dev 20, Disg 3, Esc Art 8, Int 8, Know (arc/local/nature/planes) 10/10/8/8, Ling 9, Perc 20, Pro (cook/sailor) 10/12, Sen Mot 12, Sle Hand 9, Spell 10, Stea 19, Surv 9, UMD 11
M Human (Azlanti) Investigator | Level 8
Vitals:
HP 60/60 | AC 18 (27), T 13 (20), FF 15 (21) | F 4 R 9 (13) W 10 | CMB +7(11) CMD 20(28)| Init +5(9) | Perc +20(19)

Well, I was going to use Bluff or something with alchemists fire, maybe taunt them into position? Heck, I don't know orcish.

Knowledge (Local): 1d20 + 10 + 1d8 ⇒ (5) + 10 + (5) = 20 For orcs

Woo. Any ideas?


Unnamed

You already did that check earlier that's how you know about the torture

Describe what you want to do w fire and I'll give you a roll option


Skills:
Acro 14, Bluff 14, Craft (alch) 25, Dipl 14, Dis Dev 20, Disg 3, Esc Art 8, Int 8, Know (arc/local/nature/planes) 10/10/8/8, Ling 9, Perc 20, Pro (cook/sailor) 10/12, Sen Mot 12, Sle Hand 9, Spell 10, Stea 19, Surv 9, UMD 11
M Human (Azlanti) Investigator | Level 8
Vitals:
HP 60/60 | AC 18 (27), T 13 (20), FF 15 (21) | F 4 R 9 (13) W 10 | CMB +7(11) CMD 20(28)| Init +5(9) | Perc +20(19)

I want to figure out a way to either create a diversion to get orcs away from Rameth's cage, pit, whatever.


Unnamed

All of them? With some fire? Not likely. You could probably pull some of the grunts, but the bosses know you escaped for sure and expect you to try something. Luring something out to distract them, some kind of beast is possible but will take time. If you want to act now not sure what the option is. It might exist hit I don't know what it could be.


Skills:
Acro 14, Bluff 14, Craft (alch) 25, Dipl 14, Dis Dev 20, Disg 3, Esc Art 8, Int 8, Know (arc/local/nature/planes) 10/10/8/8, Ling 9, Perc 20, Pro (cook/sailor) 10/12, Sen Mot 12, Sle Hand 9, Spell 10, Stea 19, Surv 9, UMD 11
M Human (Azlanti) Investigator | Level 8
Vitals:
HP 60/60 | AC 18 (27), T 13 (20), FF 15 (21) | F 4 R 9 (13) W 10 | CMB +7(11) CMD 20(28)| Init +5(9) | Perc +20(19)

OK, here's the Rube-Goldberg setup:

Gather wood and some sort of accelerant to create blazes of green flame in pillars.

Create an acid drip to eat away at a rope that will let alchemist fire trigger the whole thing to create a distraction giving me a Stealth bonus to sneak in, grab some piece of Averaka for resurrection or reincarnation and save Rameth, then hightail it out of Belkzen.


Unnamed

ok you can certainly create something to burn green for sure. Are you planning to set the diversion in the camp or towards the tunnel. It will also take time, probably need to create the stuff with alchemy. hours, not days, unless you just want to make the flame green, thats probably simple. Also there is a chance you might have to fight some anyhow. Lots of orcs there.

shame you can't summon a demon out of the flame...thatwould be sick

you sure you don't wanna try to drive some kind of creature into the camp?


Skills:
Acro 14, Bluff 14, Craft (alch) 25, Dipl 14, Dis Dev 20, Disg 3, Esc Art 8, Int 8, Know (arc/local/nature/planes) 10/10/8/8, Ling 9, Perc 20, Pro (cook/sailor) 10/12, Sen Mot 12, Sle Hand 9, Spell 10, Stea 19, Surv 9, UMD 11
M Human (Azlanti) Investigator | Level 8
Vitals:
HP 60/60 | AC 18 (27), T 13 (20), FF 15 (21) | F 4 R 9 (13) W 10 | CMB +7(11) CMD 20(28)| Init +5(9) | Perc +20(19)

Would I roll Survival for that?


Unnamed

That would work, or dubgeobeeribg or nature


Unnamed

Get a nat 20 I'll make up a deus ex machina


Skills:
Acro 14, Bluff 14, Craft (alch) 25, Dipl 14, Dis Dev 20, Disg 3, Esc Art 8, Int 8, Know (arc/local/nature/planes) 10/10/8/8, Ling 9, Perc 20, Pro (cook/sailor) 10/12, Sen Mot 12, Sle Hand 9, Spell 10, Stea 19, Surv 9, UMD 11
M Human (Azlanti) Investigator | Level 8
Vitals:
HP 60/60 | AC 18 (27), T 13 (20), FF 15 (21) | F 4 R 9 (13) W 10 | CMB +7(11) CMD 20(28)| Init +5(9) | Perc +20(19)

Watch the natural 1 roll in.

Survival: 1d20 + 8 ⇒ (13) + 8 = 21

Just for gigges:1d20 ⇒ 1 ...I knew it.


Unnamed

Amazing. Tempted to give it to you just for that but that is a perfectly good roll

It takes about a half mile into the earth before mesdoram spots tracks of something big maybe very big

Wanna follow?


Skills:
Acro 14, Bluff 14, Craft (alch) 25, Dipl 14, Dis Dev 20, Disg 3, Esc Art 8, Int 8, Know (arc/local/nature/planes) 10/10/8/8, Ling 9, Perc 20, Pro (cook/sailor) 10/12, Sen Mot 12, Sle Hand 9, Spell 10, Stea 19, Surv 9, UMD 11
M Human (Azlanti) Investigator | Level 8
Vitals:
HP 60/60 | AC 18 (27), T 13 (20), FF 15 (21) | F 4 R 9 (13) W 10 | CMB +7(11) CMD 20(28)| Init +5(9) | Perc +20(19)

Why not?


Unnamed
Mesdoram wrote:
Why not?

death? dismemberment? Being lost in the under dark forever?


Unnamed

1d100 ⇒ 77

Mesdoram finds his way into a lair filled with bones

Heal 15/or local 20:
Most of these seem to be orc bones

dungeoneering please...roll well get that investigator skill going!


Skills:
Acro 14, Bluff 14, Craft (alch) 25, Dipl 14, Dis Dev 20, Disg 3, Esc Art 8, Int 8, Know (arc/local/nature/planes) 10/10/8/8, Ling 9, Perc 20, Pro (cook/sailor) 10/12, Sen Mot 12, Sle Hand 9, Spell 10, Stea 19, Surv 9, UMD 11
M Human (Azlanti) Investigator | Level 8
Vitals:
HP 60/60 | AC 18 (27), T 13 (20), FF 15 (21) | F 4 R 9 (13) W 10 | CMB +7(11) CMD 20(28)| Init +5(9) | Perc +20(19)

I don't have Dungeoneering you know!

Knowledge (Local): 1d20 + 8 + 1d8 ⇒ (20) + 8 + (2) = 30
Heal: 1d20 + 7 + 1d8 ⇒ (10) + 7 + (1) = 18
Knowledge (Dungeoneering): 1d20 + 4 + 1d8 ⇒ (11) + 4 + (7) = 22 Actually uses Inspiration, 9/10


Unnamed

Yea I know but you are an investigator so you can make untrained and that is close enough that I have to go look up the info again for you at what you found


Unnamed

Mesdoram realizes that he has come onto the lair of a bone sucker

The horrifying truth:

A bonesucker is a bizarre creature that stalks the darkness of wastelands and dank caves. The body is encased in a thick, rubbery sheath of flesh and muscle that makes the bonesucker highly resistant to injury. The bonesucker moves about through the use of 5 thick tentacles at its base.

Bonesuckers consume only the bones of an opponent by grabbing it and piercing its flesh with its hollow tentacles. The tentacles inject digestive enzymes into the bones, which break down and are sucked up as a pasty meal for the bonesucker—the attack of a bonesucker is horrifyingly painful. Experienced adventurers always know they are nearing the hunting grounds of a bonesucker: the creature leaves boneless carcasses of its meals lying where it finished them.

Bonesuckers stand about 10 feet tall.

A bonesucker attacks with its tentacles. Initially, the tentacles appear to be only a foot or two in length, but the bonesucker can extend them to a length of approximately 10 feet. It can attack with up to four of its eight tentacles in a single round.


Skills:
Acro 14, Bluff 14, Craft (alch) 25, Dipl 14, Dis Dev 20, Disg 3, Esc Art 8, Int 8, Know (arc/local/nature/planes) 10/10/8/8, Ling 9, Perc 20, Pro (cook/sailor) 10/12, Sen Mot 12, Sle Hand 9, Spell 10, Stea 19, Surv 9, UMD 11
M Human (Azlanti) Investigator | Level 8
Vitals:
HP 60/60 | AC 18 (27), T 13 (20), FF 15 (21) | F 4 R 9 (13) W 10 | CMB +7(11) CMD 20(28)| Init +5(9) | Perc +20(19)

Lovely.

How do I lure that out towards the orcs?


Unnamed

How do you do that? You do recognize that there are lots of Orc bones...seems to have a taste for them...use some of them as bait?


Skills:
Acro 14, Bluff 14, Craft (alch) 25, Dipl 14, Dis Dev 20, Disg 3, Esc Art 8, Int 8, Know (arc/local/nature/planes) 10/10/8/8, Ling 9, Perc 20, Pro (cook/sailor) 10/12, Sen Mot 12, Sle Hand 9, Spell 10, Stea 19, Surv 9, UMD 11
M Human (Azlanti) Investigator | Level 8
Vitals:
HP 60/60 | AC 18 (27), T 13 (20), FF 15 (21) | F 4 R 9 (13) W 10 | CMB +7(11) CMD 20(28)| Init +5(9) | Perc +20(19)

OK, Mesdoram will crack some of them open and leave the sweet, sweet marrow exposed to lure the beast into the camp in a trail? Like Hansel and Gretel, only awful?


Unnamed

oh sorry that as not clear, the bones are certainly sucked dry, it is called a bone sucker after all.

I meant want to go get some fresh orcs?

Or maybe offer yourself up, let it chase you


Skills:
Acro 14, Bluff 14, Craft (alch) 25, Dipl 14, Dis Dev 20, Disg 3, Esc Art 8, Int 8, Know (arc/local/nature/planes) 10/10/8/8, Ling 9, Perc 20, Pro (cook/sailor) 10/12, Sen Mot 12, Sle Hand 9, Spell 10, Stea 19, Surv 9, UMD 11
M Human (Azlanti) Investigator | Level 8
Vitals:
HP 60/60 | AC 18 (27), T 13 (20), FF 15 (21) | F 4 R 9 (13) W 10 | CMB +7(11) CMD 20(28)| Init +5(9) | Perc +20(19)

Um, let's call self-bait option B.

What did the orcs do with their corpses?


Unnamed

You gotta go back and look at what they did with them.

But knowing orcs as you do try are either still laying there stripped of gear or piled up


Unnamed

Poke


Skills:
Acro 14, Bluff 14, Craft (alch) 25, Dipl 14, Dis Dev 20, Disg 3, Esc Art 8, Int 8, Know (arc/local/nature/planes) 10/10/8/8, Ling 9, Perc 20, Pro (cook/sailor) 10/12, Sen Mot 12, Sle Hand 9, Spell 10, Stea 19, Surv 9, UMD 11
M Human (Azlanti) Investigator | Level 8
Vitals:
HP 60/60 | AC 18 (27), T 13 (20), FF 15 (21) | F 4 R 9 (13) W 10 | CMB +7(11) CMD 20(28)| Init +5(9) | Perc +20(19)

Dang, I thought I posted my stealth back to steal corpses.

Taking 10 if possible for 32.


Unnamed

You easily stealth back to the camp and you find that they have been using the corpses for target practice until they are falling apart then they toss them into the bonfire.

Pretty open space around the bodies and it is somewhat watched. Chance of failure on this with just trying to sneak over and grab a body. At least without a good distraction


Skills:
Acro 14, Bluff 14, Craft (alch) 25, Dipl 14, Dis Dev 20, Disg 3, Esc Art 8, Int 8, Know (arc/local/nature/planes) 10/10/8/8, Ling 9, Perc 20, Pro (cook/sailor) 10/12, Sen Mot 12, Sle Hand 9, Spell 10, Stea 19, Surv 9, UMD 11
M Human (Azlanti) Investigator | Level 8
Vitals:
HP 60/60 | AC 18 (27), T 13 (20), FF 15 (21) | F 4 R 9 (13) W 10 | CMB +7(11) CMD 20(28)| Init +5(9) | Perc +20(19)

Friggin' orcs.

Ummmm, well hell I don't know then. Sorry.


Unnamed

ok give up and move on!


Skills:
Acro 14, Bluff 14, Craft (alch) 25, Dipl 14, Dis Dev 20, Disg 3, Esc Art 8, Int 8, Know (arc/local/nature/planes) 10/10/8/8, Ling 9, Perc 20, Pro (cook/sailor) 10/12, Sen Mot 12, Sle Hand 9, Spell 10, Stea 19, Surv 9, UMD 11
M Human (Azlanti) Investigator | Level 8
Vitals:
HP 60/60 | AC 18 (27), T 13 (20), FF 15 (21) | F 4 R 9 (13) W 10 | CMB +7(11) CMD 20(28)| Init +5(9) | Perc +20(19)

Doesn't that mean the game's over?


Unnamed

maybe for Rameth...but not for you. Ill roll dice he might survive, Come back for him later if you like.

The dice boned the party so retreat might be the best way to go for now.


Skills:
Acro 14, Bluff 14, Craft (alch) 25, Dipl 14, Dis Dev 20, Disg 3, Esc Art 8, Int 8, Know (arc/local/nature/planes) 10/10/8/8, Ling 9, Perc 20, Pro (cook/sailor) 10/12, Sen Mot 12, Sle Hand 9, Spell 10, Stea 19, Surv 9, UMD 11
M Human (Azlanti) Investigator | Level 8
Vitals:
HP 60/60 | AC 18 (27), T 13 (20), FF 15 (21) | F 4 R 9 (13) W 10 | CMB +7(11) CMD 20(28)| Init +5(9) | Perc +20(19)

Mesdoram isn't really the retreating type. Hmmmmm.

Can I go look for regular wildlife with Survival?


Unnamed

Of course!


Skills:
Acro 14, Bluff 14, Craft (alch) 25, Dipl 14, Dis Dev 20, Disg 3, Esc Art 8, Int 8, Know (arc/local/nature/planes) 10/10/8/8, Ling 9, Perc 20, Pro (cook/sailor) 10/12, Sen Mot 12, Sle Hand 9, Spell 10, Stea 19, Surv 9, UMD 11
M Human (Azlanti) Investigator | Level 8
Vitals:
HP 60/60 | AC 18 (27), T 13 (20), FF 15 (21) | F 4 R 9 (13) W 10 | CMB +7(11) CMD 20(28)| Init +5(9) | Perc +20(19)

Survival: 1d20 + 8 + 1d8 ⇒ (11) + 8 + (2) = 21


Unnamed

Mesdoram finds a den of badgers.

Want to spend another couple of hours?:

You find a Bear with cubs


Skills:
Acro 14, Bluff 14, Craft (alch) 25, Dipl 14, Dis Dev 20, Disg 3, Esc Art 8, Int 8, Know (arc/local/nature/planes) 10/10/8/8, Ling 9, Perc 20, Pro (cook/sailor) 10/12, Sen Mot 12, Sle Hand 9, Spell 10, Stea 19, Surv 9, UMD 11
M Human (Azlanti) Investigator | Level 8
Vitals:
HP 60/60 | AC 18 (27), T 13 (20), FF 15 (21) | F 4 R 9 (13) W 10 | CMB +7(11) CMD 20(28)| Init +5(9) | Perc +20(19)

I will spend another couple of hours for bigger than badgers.

Do I have to kill the bear via combat?


Unnamed

No. I believe you can be obnoxious enough to make a bear chase you. Cover yourself in honey, steal a cub, leave a trail of picnic baskets


Skills:
Acro 14, Bluff 14, Craft (alch) 25, Dipl 14, Dis Dev 20, Disg 3, Esc Art 8, Int 8, Know (arc/local/nature/planes) 10/10/8/8, Ling 9, Perc 20, Pro (cook/sailor) 10/12, Sen Mot 12, Sle Hand 9, Spell 10, Stea 19, Surv 9, UMD 11
M Human (Azlanti) Investigator | Level 8
Vitals:
HP 60/60 | AC 18 (27), T 13 (20), FF 15 (21) | F 4 R 9 (13) W 10 | CMB +7(11) CMD 20(28)| Init +5(9) | Perc +20(19)

The third one - right to the edge of the camp so the orcs have to deal with the bear.


Unnamed

Ok so you don't have picnic baskets. What are you really gonna do?


Skills:
Acro 14, Bluff 14, Craft (alch) 25, Dipl 14, Dis Dev 20, Disg 3, Esc Art 8, Int 8, Know (arc/local/nature/planes) 10/10/8/8, Ling 9, Perc 20, Pro (cook/sailor) 10/12, Sen Mot 12, Sle Hand 9, Spell 10, Stea 19, Surv 9, UMD 11
M Human (Azlanti) Investigator | Level 8
Vitals:
HP 60/60 | AC 18 (27), T 13 (20), FF 15 (21) | F 4 R 9 (13) W 10 | CMB +7(11) CMD 20(28)| Init +5(9) | Perc +20(19)

Can I snipe the bear and bait it back to the camp?


Unnamed

Sure.


Skills:
Acro 14, Bluff 14, Craft (alch) 25, Dipl 14, Dis Dev 20, Disg 3, Esc Art 8, Int 8, Know (arc/local/nature/planes) 10/10/8/8, Ling 9, Perc 20, Pro (cook/sailor) 10/12, Sen Mot 12, Sle Hand 9, Spell 10, Stea 19, Surv 9, UMD 11
M Human (Azlanti) Investigator | Level 8
Vitals:
HP 60/60 | AC 18 (27), T 13 (20), FF 15 (21) | F 4 R 9 (13) W 10 | CMB +7(11) CMD 20(28)| Init +5(9) | Perc +20(19)

Then I do that.

Picnic baskets would be more fun however.


Unnamed

ok, describe your approach, make your attack roll, etc

you can certainly bone this and wind up fighting a bear


Skills:
Acro 14, Bluff 14, Craft (alch) 25, Dipl 14, Dis Dev 20, Disg 3, Esc Art 8, Int 8, Know (arc/local/nature/planes) 10/10/8/8, Ling 9, Perc 20, Pro (cook/sailor) 10/12, Sen Mot 12, Sle Hand 9, Spell 10, Stea 19, Surv 9, UMD 11
M Human (Azlanti) Investigator | Level 8
Vitals:
HP 60/60 | AC 18 (27), T 13 (20), FF 15 (21) | F 4 R 9 (13) W 10 | CMB +7(11) CMD 20(28)| Init +5(9) | Perc +20(19)

I'll sneak up using advice from my survival skill and use a crossbow bolt to antagonize it? I know very little about medieval bear-baiting - I think now you're just supposed to use a giant rifle of doom that could break your shoulder if you can't avoid the bear.

Attack (Light Crossbow): 1d20 + 8 ⇒ (15) + 8 = 23
Damage (Light Crossbow): 1d8 ⇒ 6


Unnamed

The bear begins to pursue Mesdoram.

you know that the best way to keep it coming is to remain in striking distance. Basically you gotta remain in range for it to hit you, and use your acrobatics to keep hopping over things to so it is not able to actually hit you. only DC 15's so you should be fine. The real challenge will be how do you get it into the camp, without the orcs attacking you first. also make a spell craft to identify the chalice you picked up


Skills:
Acro 14, Bluff 14, Craft (alch) 25, Dipl 14, Dis Dev 20, Disg 3, Esc Art 8, Int 8, Know (arc/local/nature/planes) 10/10/8/8, Ling 9, Perc 20, Pro (cook/sailor) 10/12, Sen Mot 12, Sle Hand 9, Spell 10, Stea 19, Surv 9, UMD 11
M Human (Azlanti) Investigator | Level 8
Vitals:
HP 60/60 | AC 18 (27), T 13 (20), FF 15 (21) | F 4 R 9 (13) W 10 | CMB +7(11) CMD 20(28)| Init +5(9) | Perc +20(19)

Spellcraft: 1d20 + 10 + 1d8 ⇒ (8) + 10 + (2) = 20
Acrobatics: 1d20 + 12 ⇒ (16) + 12 = 28
Acrobatics: 1d20 + 12 ⇒ (17) + 12 = 29
Acrobatics: 1d20 + 12 ⇒ (12) + 12 = 24

951 to 1,000 of 1,589 << first < prev | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / The Adventures of Rameth and Mesodram All Messageboards

Want to post a reply? Sign in.