The Adventures of Mesdoram and Rameth

Game Master Vuvu

Map

City Spreadsheet


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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)

Sounds like horrible pain.


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 swears, throws back a quickened shield extract and grabs the rope and slides down

1d20 + 8 ⇒ (9) + 8 = 17 Acro or climb at +4


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 is leaning against a wall and when he sees Rameth come down in full battle mode he gives Rameth a huge smile.

You are such a sucker.


Mesdoram kickes up the ioun stone torch and tosses it back to Rameth.

He pulls out a sunrod and strikes it against a stone wall and sheds light on your surroundings.

Pointing towards the gorge is a wall that has intricate stone work and metal plating/inlays on a portion of the wall and three tunnels leading back behind you.


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 good, I am so happy I wasted my extract, this spring on my belt here wont tighten enough to launch out an extract for a friggin day. I hope you get eaten. He frowns

what knowledge is applicable? seems like one of these

1d20 + 3 + 1d6 ⇒ (5) + 3 + (2) = 10 engineering
1d20 + 8 + 1d6 ⇒ (14) + 8 + (3) = 25 history
1d20 + 9 + 1d6 ⇒ (1) + 9 + (4) = 14 arcana
1d20 + 8 + 1d6 ⇒ (17) + 8 + (1) = 26 dungeoneering


Actually you'd want to use Religion, Geography or Local. Local would be the best! Perception would work well too.

As you trace through the various lines on the wall you see three cleverly-hidden depressions in the wall - one surrounded by a swirl of iron, another by whorling silver and a third hidden in facets of gold.

You remember tales of places like these - a subterranean vault that requires three separate keys to exit or to access a hidden treasure.


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 + 1d6 ⇒ (6) + 9 + (6) = 21 religion
1d20 + 9 + 1d6 ⇒ (14) + 9 + (2) = 25 local
1d20 + 4 + 1d6 ⇒ (8) + 4 + (1) = 13 geo
1d20 + 15 ⇒ (19) + 15 = 34 percep add 2 for traps

really I picked ALL the wrong ones!


Now be honest - you're in a temple cleverly designed to prevent easy entry from the official priestly caste religion. You're trying to determine the purpose of a hidden well frequented by priests in secret so knowledge of traditions or inhabitants works (local). And you're trying to figure out why something would be built by the native people (geography, sort of). Perception would just let you see the layout of the wall.

The wall itself doesn't appear to be a wall - there are imperceptible gaps on either side, like this is a solid door. You do see several traps inlaid in the door however. A careful look into the three depressions you see a long needle ready to spring out and there's a slight shimmer to the wall as well, indicating a possible magical trap.


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

Hey Mess, come take the lead on these traps, you are a bit more nimble than I am

I can't imagine Mesdoram doesn't have MW tools, but if not he can use mine, Rameth will auto assist him in disarming them. Rameth auto assists

Looks like a few basic needle traps, though this one and this one seem to have a false catch to them...


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)

Three locks, three tunnels. Let's ignore the tunnels! Also, Rameth has the same base Dexterity that Mesdoram has.

Mesdoram looks at Rameth in disbelief.

You want me to disable three separate traps that you bothered to find?

Disable Device: 1d20 + 16 ⇒ (5) + 16 = 21

Nothing seems to happen on the first lock so he tries again.

Disable Device: 1d20 + 16 ⇒ (1) + 16 = 17

The second attempt springs the trap and jabs a needle into Mesdoram's hand. A the same time you hear a solid clank across the door.

Fortitude: 1d20 + 7 ⇒ (17) + 7 = 24

Son of a b&+@+!

Mesdoram shakes his finger hard, then presses down and extrudes a bright purple drop of liquid that sizzles on the stone.

Ohhhh, that's not good...


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

always locks

[b] Wanna check that next one?[/dice]


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 check the next one, you cheeky sod.


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 lend me an eye

1d20 + 15 + 2 ⇒ (1) + 15 + 2 = 18 subtract 2 if mesdoram doest assist

nice and fort 1d20 + 5 + 4 ⇒ (14) + 5 + 4 = 23


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 at Rameth's wound. The same tinge of purple is present in the finger but there doesn't seem to be a debilitating injury or poison.

He examines the drop on the floor (and expects Rameth to expel the poison too) and sighs.

Tears of Death. Which is a ridiculously melodramatic name for a poison when you think about it.

He spits on the floor and takes a swig from his wineskin.

No offense, but I'd rather see what's in the other hallways than find out what's in lock number two.


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

We have both been stabbed. I wanna know

What checks still have to be made?


You can try Disable Device to unlock the lock itself, then two Disable Devices for the two sets of traps and locks (five total) - then there's a magical trap to disable. And then you'd have to try and open the door.


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

we will come back. Maybe we can find a key or some jackass to do it for us.

Ramesh leads down the left most tunnel after downing his mutagen


The tunnel leads back and descends sharply.

The rough hewn blocks give way to the swirls of stream-deposited stone.

The color of the stone looks eerily like blood cast in layers and the stone itself occasionally swirls into shapes eerily reminiscent of a demon, mouth gaping - complete with eyes of rough, cinnamon colored gemstones.

The tunnel snakes downward in a spiral until you come to a domed room, at the end the swirls combine into a bas relief of a four-armed dwarf with eyes of brilliant green gems, who holds two bowls in his hands.

The walls have sconces of black iron and there is a depression in the center of the floor.

As you enter you hear a distant bell ringing.


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 + 1d6 ⇒ (19) + 8 + (2) = 29 religion

Rameth looks at the relief, then he listens to the bell for 30 seconds to see if there is a pattern or something like that, or if it is the wind or something like that, blowing a bell


You do not see a pattern of a bell, nor feel the wind blowing in the tunnel.

The relief may be the god Raman. This dwarf is in charge of three of the many Vudrani planes that he swindled from a powerful celestial. A deity of material wealth, he requires offerings from supplicants in return for a boon.


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 percep

Rameth takes a gander around the room, then leads the way towards the sound of the bell.

Cult, undead or magical monster waiting for us. You just wait and see


The room doesn't have an exit besides the one you came out of, so there's no way to go towards the sound of the bell.

As you look at the room you notice that one he bowls has a collection of rough iron ore in it and doesn't appear to be attached to the carving. The other one has a hole in it that would drain through the carving to something hidden behind the carving itself.


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

Looks like an offering it required.

another religion check to figure out what would be needed?, I buffed the perception check, but can i examine the caring closer to see if I can figure out how to open it


Roll Intelligence for me.

Keep in mind that pretty much no one who isn't from Jalmeray knows anything about the Vudrani pantheon - including the Paizo staff!


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 - 1 ⇒ (19) + 4 - 1 = 22


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

BOOM!


Damn son.

The room appears to be set up for you to pour molten iron through the hole in the hollow bowl.

The depression in the center of the floor would be a good place to put the bowl with the iron ore over a fire, except you don't have enough wood to melt the iron on you.

If you had another source of flame you could melt the ore however.


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

how about burning som alcohol?


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'm sure the rotgut burns really well


Roll Knowledge: Nature


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 - 1 + 1d6 ⇒ (20) + 4 - 1 + (2) = 25

BOOM!


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 are you yelling?


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 just figured out that my rotgut will burn at exactly...


The idea of melting iron with alcohol is a terrible idea, you don't know what you were thinking. Alcohol burns at its highest temperature 700 degrees Albercroft, while iron melts at 2800 degrees Albercroft. You need a much higher temperature fire, like dragon's breath to melt the iron.


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

450 degrees, which is no where near hot enough to melt iron. I have no idea why you recommended it Mess. Rameth shakes his head at him disapprovingly.

Come on lets go try the next tunnel down. And with that he moves on.


Roll Intelligence


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 - 1 ⇒ (10) + 4 - 1 = 13

and back down to earth we go


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 stops in his tracks.

Dragon fire! I can breathe fire, maybe that will work!

firebreath extract?


There it is.


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 puts a couple daggers in the bowl and gets it all set up like he thinks it is supposed to work, then he mixes up a fire breath extract downs it and breathes fire multiple times onto it until the extract is spent and hopefully he has molten iron, using some of his alchemy tools he moves it to the opening and pours it down the hole.

not sure how many daggers would be needed to have enough iron but I have 6 i think.


There were iron chunks in the bowl not attached to the carving so you don't need to put any of your equipment in there.

The iron pours into the hole and you heal a sizzle inside the wall, then the bell rings again in the distance.

After a bit you see the same iron pouring into a third hand of the carving. You could have sworn there wasn't a form for it to pour into but after only a few moments an iron key seems to be forming.

The bell rings again and the light in the chamber flickers wildly, causing you to become disoriented.

When the light comes back the carving has a cooled key sitting in an outstretched hand - and the bowl has more iron chunks in it.


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, I had in my mind they were remnants gotcha. Seeing a play tonight but more later


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 takes the key

Let's see if this opens those locks shall we?

Rameth heads back and see if the key fits in the locks.


Unsurprisingly the iron key fits in the iron lock, disengaging the trap and you hear an audible click while it is turned - you cannot fit the key into the silver or gold locks, and as you remove it from the iron lock you hear another click. Clearly the key is designed to be used in the iron lock only and left there.

The purpose of the other tunnels becomes clearer.


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 heads down the next tunnel and will rinse and repeat with the next one

Hey Ram? You have a fire breath available today? This is my last one.


I like how you think I'm that lazy.

The next tunnel isn't a slop but a straight line. You see the same swirling lines on the walls from the deposit of stone by water, but instead of demons leering and watching you see outlines of men, some with eyes of pale purple gems, sometimes they don't face you.

Roll Knowledge: Religion or Perception


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 ⇒ (18) + 9 - 1 + (4) = 30 religion

no i am sure there is something waiting for me in one of them. a cult, undad or a beast


After studying the wall patterns you discern there's a repeating motif - the figures seem to be studying something, then tapping their foreheads to ground three times, then clapping three times, and tapping their foreheads to the ground again.

At the end of the pattern you see light falling into their out-stretched hands.

When you come to the end of the tunnel you see a room built conventionally, as a square. One end has another deity, this time with six arms and six eyes. Before him is another bowl filled with sand, and a small box sits closed next to him.


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 examines the box for traps

1d20 + 17 ⇒ (5) + 17 = 22 perception


The box does not appear to be trapped.

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