The Adventures of Mesdoram and Rameth

Game Master Vuvu

Map

City Spreadsheet


551 to 600 of 1,589 << first < prev | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | next > last >>

As you head into the jungle you find a small trail where Mohini obviously moved through.

Mesdoram is now riding Smiley while the Gurkhals are dragging the carts along with them and the riding lizards, and Trip yips mournfully in your ears - he dislikes this
Roll Survival and Knowledge (Nature)

Mesdoram:

Survival: 1d20 + 8 ⇒ (7) + 8 = 15
Knowledge (Nature: 1d20 + 8 ⇒ (18) + 8 = 26

Eventually the evidence of Mohini disappears and you find a trail that is choked with weeds and undergrowth.

Want to give you a chance to roll before Mesdoram goes.


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

1d20 + 4 + 1d6 ⇒ (1) + 4 + (6) = 11 nature
1d20 + 2 ⇒ (16) + 2 = 18 survival

also I heal myself with a hit of the wand 1d8 + 1 ⇒ (4) + 1 = 5


While examining Mohini's trail you find delicate steps first in the sandals she worse, then bare feet, and then finally a cloven hoof.

While you can't tell much from the trail, Mesdoram draws your attention to the hoof and to the state of the trail.


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)

Look at the undergrowth in the trail - this used to be well used, but it's been overgrown for the past few months. It's seen some use but not the original movement that cut the trail in the first place. And who shapeshifts out of a human form and then lifts off like this? The hoof print is deeper so it looks like Mohini jumped and then didn't touch back down.


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

Well, magic is obviously at work here. Can't wait u till we run into her again. For now why don't we continue with our mission. We need to find the missing pathfinders, if she has something to do with it then I am sure she will find us.


Roll Perception for me 5 times - once for every 10 miles you move.


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

1d20 + 15 ⇒ (1) + 15 = 16 +2 for traps
1d20 + 15 ⇒ (20) + 15 = 35 +2 for traps
1d20 + 15 ⇒ (20) + 15 = 35 +2 for traps
1d20 + 15 ⇒ (3) + 15 = 18 +2 for traps
1d20 + 15 ⇒ (9) + 15 = 24 +2 for traps


You travel for four days through the jungle - through dense copses and overgrown paths.

Finally you come across a village - the huts, woven from grass and branches are dark, and a stone temple rises in the center, apparently devoid of life.


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

Rameth stretches out a bit and says to Mesdo

Ask our allies here to form up so we can move in. I don't want us getting attacked without being ready for it. If this place is empty it can't be because they all won the lottery and moved to palaces in the sky.

want to move in with a squad basically


As the sun sets, casting the village in the dark light of twilight, the Gurkhals tighten the perimeter as much as they can - several men have to guard the convoy and supplies you have with you. Four of the eight remain with the lizards and the others come with you into the village.

As you approach you continue to detect no signs of life in the common area of the village - a large earthen area denuded of plant life by hundreds of years of passing feet surrounding a well.

There are about twenty huts of various sizes, including a larger house that may have served as a communal dwelling, assembly hall or the home of the head of the village.

In the middle squats the temple - now that you're closer you see a large tower, ornately carved with the figures of gods and mythology, standing above an opening to the temple's interior. The style here is quite different from the temple you remember from your drug-induced wandering, with a double row of columns supporting a covering for a porch that runs around the temple wall, but the temple is no more than a hundred feet on each side and is perfectly square.


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 has his sword drawn as he walks, quietly, into the village.

Where do you think we should start?


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

have the men check the hits first.. While they confirm nothing hiding Ramesh will circle the temple and see how many options there are to get in


As Rameth circles the temple and gauging the difficulty of scaling the pillars and clammering across the wall, the Gurkhals fan out.

Mesdoram looks over the ground and begins poking around the village with Smiley following along on his heels - the giant tiger appears to be trying to keep itself unobtrusive, which is comical for a giant, sabertoothed tiger.

The Gurkhals emerge from the smaller huts disgusted and making signs to repel evil spirits, some of them clutching small amulets that normally rest beneath their armor.

Yaduraya comes up to Rameth and there's a disgusted look on his face.

This place is unclean. No respectable Vudrani lives like this - human waste simply left on the floor of the huts, instead of removed. And it still smells, so it is relatively fresh. We'll wait for you before we enter the lodge, or do you prefer the temple first?


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

Let's check the lodge.

Rameth frowns at this turn of events

What the hell is going on?

Lodge it is


The inside of the lodge is a nightmare.

There are long stains of the floor and walls that have attracted flies, and at the end of the lodge a corpse sits on a thatch chair.

Trip's ears flatten against his skulls and he emits a low growl.

Roll Heal, DC 15

Heal:

The stains on the floor appear to be blood, and the man's wounds look like they've been inflicted by claws. He has long tears and parts have been burned by fire. It also looks like he has marks where he was at one time tied to the chair.

As you're examining the room, Mesdoram comes in grim-faced.

I found this outside - I really, really don't like the looks of this.

On the tip of his sword there's a small, human skull - small marks in the bone look odd to you - and somewhat symmetrical.

I think those are teeth marks.


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

1d20 + 11 ⇒ (9) + 11 = 20 heal

It would seem this fellow was tortured. Well lets hope the beast is inside this temple. Gentlemen, are you ready, there is a good chance there is a nasty foe inside that temple.

He takes a hit of whiskey, searches the room for anything of use

1d20 + 15 ⇒ (15) + 15 = 30 perception

then he goes to the temple and checks it for traps

1d20 + 17 ⇒ (11) + 17 = 28 perception then unlocks or disables
1d20 + 15 ⇒ (4) + 15 = 19 disable

Then he downs his mutagen and Iron Skin


There aren't any traps or locks in the outside of the temple.

Inside the outer wall is what was once a carefully tended garden. It's been neglected for sometime and weeds and grass are choking flowers and statues - piles of bones appear to be stacked in the courtyard.

The inner temple, a small shrine, holds another statue of Chammidu that has been altered - the mouth has has fangs hammered into them, weapons have been forced into the statues of the hand and a small pile of offerings is heaped in front of the statue.

There are even lines of crude writing carved into the stone.


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

Rameth gestures for the men to take up positions around the perimeter w ranged weapons then he downs his comp languages extract and reads the writing


The carvings say "Praise to Andirifkhu! Glory to the Queen of Carnage!" in Abyssal.


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

1d20 + 9 - 1 + 1d6 ⇒ (10) + 9 - 1 + (3) = 21 religon to learn about her


Andirifkhu is the patron demon lord of marilith demons, sadistic inventors, and those who inflict pain for pay or sport. Andirifkhu appears as a towering, tall, beautiful woman who is covered from head to toe in green scales, furthering this unnatural appearance her hair is a bright crimson. Her eyes are the eyes of a predatory snake and from her body sprout an extra two pairs of arms, in each of her six hands she wields a different razor sharp blade though her worshipers believe that she favors the kukri. On the Material Plane she is worshiped by a wide variety of sadists, derro, gremlins, and drow.


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

Rameth whispers what it says to Mesdoram.

Search the room ready for something evil

1d20 + 15 ⇒ (13) + 15 = 28 percep


You don't find anything in the desecrated temple itself, but when you look behind the statue you find a trap door - and it doesn't appear to be trapped.


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)

This day just went from bad to awful.


Unnamed

Yea, any ideas?

Assuming Mes has no ideas wtf is going on, open the trap door and see what we see


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, this wouldn't be the first time some demon lord tried to corrupt a church. You said this Andirifu-And-oh who cares, this demon b&!!% had six arms and green skin? Think it's related to your vision of green stone?

Mesdoram's lit a torch and under the trap door is a ladder descending into a cellar.

You first or me?


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

I think after your stunt in the temple you have earned the right to go first. With luck this is where we will figure out what the hells that was all about.


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 looks positively wounded.

What stunt?

Nonetheless he'll hand you his torch and then nimbly shimmy down the ladder.

He catches the torch you drop adroitly and pulls his sword, seeing a stone undercroft.


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

Rameth tells the guards to keep watch and hopes they ubderstand then zips down after him with his ioun torch out


Underneath the temple, the undercroft holds only one real item - a large bier with the image of a man dressed in robes and holding a rod and a sword carved in it.

As you approach however a mummified hand pushes the top of the crypt aside and a body heaves itself into view.

Map

It speaks in a gutteral tongue you can't recognize and shambles towards you.

Initiative:

Initiative (Mesdoram): 1d20 + 8 ⇒ (16) + 8 = 24
Initiative (Rameth): 1d20 + 2 ⇒ (18) + 2 = 20
Initiaitve (Mummy): 1d20 ⇒ 2

We win initiative!


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 studies the mummy, then flèches across the crypt to drive his blade into the undead fiend.

Attack (Rapier): 1d20 + 15 ⇒ (13) + 15 = 28
Damage (Rapier): 1d6 + 10 ⇒ (3) + 10 = 13


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

I do have comp languages up


It's literally nonsense - a mummy can't speak intelligibly.


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

Oh


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

Religion to know resistances

1d20 + 8 + 1d6 ⇒ (9) + 8 + (5) = 22

Ha! I told you! Undead!


Mummies have a flat damage reduction, and like all undead are immune to bleed, diseases, mind-affecting spells...


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

Rameth slams down his shield extract and charges

Mutated Bull Spear: 1d20 + 13 - 2 + 2 ⇒ (4) + 13 - 2 + 2 = 17 for 1d6 + 12 + 3 + 2 ⇒ (3) + 12 + 3 + 2 = 20

AC 24


The mummy manages to avoid the spear point, and responds by flailing at Rameth.

Attack (Slam): 1d20 + 14 ⇒ (20) + 14 = 34
Attack (Slam, Confirm): 1d20 + 14 ⇒ (18) + 14 = 32
Damage (Slam): 2d8 + 20 ⇒ (4, 2) + 20 = 26


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 takes a step back, quaffs an extract and then exhales a massive gout of fire.

Damage (Fire): 4d6 ⇒ (6, 3, 6, 3) = 18


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

Rameth studies his foe, wishing he had prepared fire breath then he attacks and attempts to Aid Mesdoram's next attack

Mutated Bull Spear/SC: 1d20 + 13 - 2 + 3 ⇒ (1) + 13 - 2 + 3 = 15 for 1d6 + 12 + 3 + 2 + 3 ⇒ (6) + 12 + 3 + 2 + 3 = 26
Aid: 1d20 ⇒ 1 fails on a 1

I have earned a slow clap for that

1d20 + 2 ⇒ (17) + 2 = 19 Dex check[/ooc]


The mummy staggers as it is on fire. It makes a terrible sound that unleashes a wave of horror on both Rameth and Mesdoram. There's a cry from the temple as the Gurkhals feel it too.

DC 16 Will Save or be paralyzed for 1d4 ⇒ 2 rounds.


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)

Will Save: 1d20 + 9 ⇒ (7) + 9 = 16 Whew!

Mesdoram breathes fire again on the mummy, seemingly intent on causing it to self-immolate.

Damage: 2d6 ⇒ (3, 2) = 5


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

1d20 + 8 ⇒ (1) + 8 = 9

Wow. Just wow.


That's...3 1's in a row? Did you spit on the Paizo board's dog?


Attack: 1d20 + 14 ⇒ (12) + 14 = 26

The mummy turns to attack Mesdoram, whose alchemically enhanced body barely manages to avoid the hideous blows.


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 spits fire one last time at the terrible mummy.

Damage (Fire ): 1d6 ⇒ 4

Finally able to speak he sighs at the sight of Rameth's paralyzed form.

That blow really unmanned you.


The mummy renews its attacks on Mesdoram.

Attack (Slam): 1d20 + 14 ⇒ (10) + 14 = 24

And misses.


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 responds with his sword.

Attack (Rapier): 1d20 + 15 ⇒ (2) + 15 = 17
Daamge (Rapier): 1d6 + 10 ⇒ (2) + 10 = 12

This last blow meets the stubborn resistance of the mummy, but it finally keels over dead.

Mesdoram experimentally pokes the mummy with his sword a few times.

So, do you think it would be overkill to cut off its head? Does that count as desecration when the corpse is deanimated?


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

Rameth comes to again. Desecrate away!

Rameth starts using his wand on himself 5d8 + 5 ⇒ (3, 6, 2, 5, 3) + 5 = 24


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 will cut the head off the mummy and stick its head on his sword and extend it to Rameth as he's healing himself.

Mummy pop?

If Rameth doesn't take him up on it he'll flick the head in the corner and start searching the room.

Perception: 1d20 + 13 ⇒ (8) + 13 = 21

He'll hunt around in the crypt and find some jewelry in the coffin the mummy emerged from.

Hello, hello, hello. What have we here?

He'll lob a ring at Rameth while he looks at a necklace himself.

1 to 50 of 1,589 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / The Adventures of Rameth and Mesodram All Messageboards

Want to post a reply? Sign in.