The Adventures of Mesdoram and Rameth

Game Master Vuvu

Map

City Spreadsheet


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Unnamed

we do it here!


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)

It's Mesdoram not Mesoderm!


Unnamed

Oops I wonder if I can fix that


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)

Try editing the campaign - I think that allows the change.


Unnamed

I fixed the main one got gp right missed discussion


Unnamed

basically i figure you got three choices, go with Rameth and RP the Get the job part, go do something else in town and try not to get killed, what that is is up to you, or say BOOOORING! and we fast forward to the recap and the beginning of the job


Unnamed

You should buy this

http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/m-p/pirat e-queen-s-tricorne


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)

Don't have the gold!


Unnamed

so I was looking through my pdfs, most of which i have not read, and I came across Dungeons of Golarion. There is some bad ass stuff in there. I might bring us into the one in Osirion at some point.


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)

Ruh-roh.

And I was thinking of sending us to Kho!


Unnamed

Where?


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)

A lost city of the Shory.


Unnamed

Can't wait to go there!


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)

Do you think that plane shifting Vars was mean?


Unnamed

as long as it is not going against the tactics of the creature as written

nope!

That is exactly what I would do. First one in, gets the bad touch.


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 thought about the Negative Energy Plane. I really, really did.


Unnamed

is that auto death?


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 think it is - but in 3/3.5 you take a crap ton of damage per round unless you're a native outsider (like the positive energy plane can kill you) - but he's got a clear spindle ioun stone so he actually "lives" through the adventure even if he fails the save.


Unnamed

Hey let me know what thorrpe was fleeing from so when he gets foubd he has a story ready


Map Undead M Railroad Engineer 13

If he's hiding in the Necropolis it could conceivably be any undead, but a huge number of zombies/skeletons is more likely.

He could have been in the Necropolis when the pulse went off, and just had to barricade himself in a home to save himself.


Unnamed

OK that works. I figure he found that his crossbow was not very useful against dozens of Zombies, or against the particularly large skeleton thing some kind of large skeleton

I figure when the pcs listen at the door they will hear.

Clattering of dice

Unebelieveable Shad! 7's again! How do you keep throwing sevens!

I understand I keep throwing snakes...Yes I know I am already in debt.

Dice

Oh come on! Again! You're cheating! I know it!

No no. Relax. Just tell me how you do it? Come on please? Just think we could own the inns of this town, once we get what we came for!

Really? Just like that? Oh Shad you are a friggin genius!

Assume that Thorrpe put a hold portal on the door, and barricaded it so they will have to make noise to get in and he can hide himself with a take 10 on stealth

also swapped out rapid shot for deadly aim, makes more sense with sneak attack


Unnamed

when they bust in the will find a cup with dice on the floor and two piles of coppers, one significantly larger than the other.


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)

Funny stuff ^.^


Unnamed

i thought you would like that.

I figure it would be more entertaining if you made that first post, that way maybe they come in guns blazing or whatever.


Unnamed

I am embarking on a 10 day business trip. I will still be posting but it will be at odd hours. Regular posting will resume on my return.


Unnamed

A good test of reality that. I think instead of lowering the xp I'll just leave it alone which means we level, that should mean with minimal adjustment to what I already have done we should be alright for the rest of this module.


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)

That works - I'm going to send us somewhere else before we head to Kho though.

How does an adventure in exotic Jalmeray sound?

Come sail with me, let's sail, let's sail away
If you could use some exotic booze
There's a bar in Jalmeray
Come sail with me, let's sail, let's sail away!


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)

Pick a theme by the way!

Mystery
Adventure
Horror

I'll warn you, I've never written a horror expedition - but I've got a good idea for one!


Unnamed

How about adventure/ horror.

And we aren't actually done. Still have to find the artifacts


Unnamed

Out of game warning. If you go for combat you will die. You have like a .0000005 percent chance of winning

Happy to allow you to do it, but last time I ran a game on the boards where a player did that he got furious and wound up ending the entire campaign because I hadn't warned him


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 if that's how the dumb module is written that's fine - but honestly Mesdoram wouldn't let this ridiculous "trial" stand, and I'm rolling so low that unless the DC is 5 I'm going to blow a linguistics check which Rameth has a higher rank in than I do anyway.


Unnamed

I'm alright with you doing the other, i just wanted to warn you.

I'm just shocked that Rameth is the calm one here.

You really went from 0-60 in 2 seconds flat


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)

You're putting a man who grew up in one of the only free cultures on the planet and became a pirate in a courtroom run by drug-dealers and slavers.

I'd like to see how calm you'd be if Columbian narco-trafficers were telling you to prove your innocence.


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)

Oh, and Mesdoram offered two perfectly reasonable objections - the guards took only his arms after all, so it's not like they have his formula book, and you're the one who said it "looks like Mesdoram's writing" even though they don't have - couldn't possibly have - a sample.

And he offered a perfectly reasonable alternative to this whole nonsense: http://www.d20pfsrd.com/magic/all-spells/z/zone-of-truth and/or http://www.d20pfsrd.com/magic/all-spells/t/touch-of-truthtelling

One of those is a 1st level spell - if they've got a sure killer of a level 6 character on tap, they've got a 1st level cleric somewhere.


Unnamed

easy there trigger...if you are getting actually upset we can just skip it


Unnamed

Im going to call a serious time out on this module

I get the feeling that you are actually angry. And that seems out of character to me, and is not really in my book of fun..

If you don't want to do this, that is fine, but I have no desire to argue with you the person. I Will argue with Meso all day long no problem. The mod is written like this, while I can certainly alter it as I see fit, if there was any intention by the author to have a zone of truth or a touch of truth used he would have mentioned it.

So I will offer again. If you don't want to do this because it is upsetting you please just say so. Lets not argue, I will roll the dice with Rameth and assuming it goes well enough we can move on.

Or you can try your hand at it and we can move on, or you can move forward with trial by combat.


Unnamed

in any event. I am sorry this got you so hot. I obviously understand how somethings can seem completely at odds, with your character (obviously I quit Mummy because of it,) though this has taken me by surprise.

Off to my last gig of this business trip, we can do whatever you like when I get back. I hope your day looks 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)

I'm not upset at you, I am annoyed at how ridiculous this plot development is. It's pretty lazy to "force" players into a trial in the middle of an adventure, and then refuse to provide the barebones of information needed to formulate a legal defense in what any reasonable writer should assume is the native tradition of a large number of players and characters.

Legal courts in the ancient world didn't really depend on evidence but on testimony and -more importantly- impugning the witnesses or accuser. A medieval trial in an English or Clerical court would have an adversarial nature, with people actually present evidence and allowing questioning on both sides.

So even accepting "Golarion isn't Earth" the only legal system that Mesdoram would be used to is the Andoran one - Andoran is a very, very close cognate of the early post-Colonial U.S. mixed with Great Britain in the early 1800's after William Wilberforce persuaded the Great Britain to abolish slavery (so basically the U.S. if they'd abolished slavery in keeping with the stated principles of the Declaration of Independence in 1776).

Incidentally, the Royal Navy's blockade of the African slave trade is the obvious model of Andoran's Grey Corsairs, who hunt slavers in the Inner Sea.

Now, given that: Mesdoram was born in Andoran, and left to become a merchant sailor because he disliked his family's overbearing nature; went to be a pirate because he hated the Chelaxian navy and the Andoran navy just wouldn't go far enough; rebelled against Plugg and Scourge and became a Free Pirate in the Shackles; helped overthrow the Hurricane King; traveled to Katapesh to help Wati even though he hates Wati and Katapesh; had to do a ridiculous favor for a group of busybodies and then he is arrested without having charges presented to him by a country that sells an addictive drug as the major part of its export economy coupled with slaves to provide the other major part of the country's economy Mesdoram's reaction is pretty normal to me.

Think of a 18th Century British citizen arrested by a tribal court: at best he'd view such an arrest as insulting, at worst Britain would have declared war for kidnapping British subjects - heck the U.S. declared war on the Barbary pirates for similar provocations.

Now, if Mesdoram was Taldan or Chelaxian (i.e French or Italian) he might be persuaded to handle the inquisitorial nature of such a prosecution. But since he's not I've gots to roleplay Mesdoram right, so he brings up a compromise of "tell me where this evidence supposedly comes from and cast a spell on me to force me to tell the truth and we'll get on with reality."

Instead the judge is ignoring his statements, refusing to provide any information on who's even accusing him of conspiracy to commit murder - which is beneath him, he'll gladly slaughter cultists, slavers, monsters etc. but to him that's just recompense for the actions of his opponents - and refusing to allow magic to prove his innocence which basically tells Mesdoram, and any reasonable Andoran in my opinion, is that the judge isn't being generous as she's corrupt or an idiot who's been fooled into believing in the guilt of the foreigner.

So, convinced of this, he'd demand the right to prove his innocence by force of arms since otherwise he's absolutely going to get killed by a corrupt court in an evil land, because any chance is better than no chance at all.

If the only champion provided to oppose a level 6 character is someone who can kill a level 6 character any day, it's a poorly built module.


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)

Does the above make sense? I mean, basically I feel the same way about the trial that Rameth does about hiring a necromancer in a huge undead outbreak in Wati.


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)

Sorry, work picked up during the day, next update will be later tonight.


Unnamed

its fine, if you feel you can't play your character in that situation that is fine. The difference is Meso quitting kills the game, whereas Rameth quitting mummy didnt do squat to it , so let me know how you want to proceed and we can.

though i am traveling a lot tomorrow, so will be slow


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)

Important question - how comfortable would you be with a zany plot?

Because I thought of one that's hilarious.


Unnamed

works for me. as long as Rameth can be grumpy and drinky


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)

Man, him being grumpy and drinky is key, key to the plot.

Have you ever seen "A Funny Thing Happened on the Way to the Forum"?


Unnamed

a long time ago...remember VERY little


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 it might actually be funnier for you.


Unnamed

do you have the monster codex?

I just got it, it has great monster builds


Unnamed

don't forget gamblin w his shadow!


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)

How you get introduced is up to you!


Unnamed

i was hoping you would play out that scene. Cause if a new profile shows up they will act a different way

I posted it earlier, once they come in ill take over. is that ok?

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