Temple of Elemental Evil (Inactive)

Game Master Thomi Gallowshade

The classic Gygax adventure, The Temple of Elemental Evil, converted to Pathfinder system.


2,451 to 2,500 of 2,949 << first < prev | 45 | 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | next > last >>
Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

Kalizama and Garm's turns will end this round.


I cast Acid Splash at the guard attacking Orak.

Attack: 1d20 + 2 ⇒ (4) + 2 = 6

Damage: 1d3 ⇒ 3


Male Gnome [Bard 5] HP: 32/32 || AC 15 (touch 13, flat 13) || Saves: +1 /+6/+4 Init +2, Perception +10
Bardice Music:
(11/15)

His mind running a million miles an hour, Garm continues to support his remaining illusions while stepping backwards and aims for an open guard.

Lt. Xbow: 1d20 + 6 + 2 ⇒ (1) + 6 + 2 = 9 -4 if the guard is in melee with an ally

Damage: 1d6 + 2 ⇒ (6) + 2 = 8

Darn it lol. Nice damage roll too.

Garm curses his unsteady aim under his breath as he reloads his crossbow.

Recap: Swift to maintain illusion, Bardic Music still lingers this round, Free action to take 5" step backwards, Standard to shoot, Move action to reload.

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

Kalizama flings another Acid Splash at an assailant, but her aim is wide and it flies over his head, splatting on the wall behind him!

Garm maintains his illusion of a wall, continues speaking in a boisterous manner, and simultaneously tries to fire his crossbow...and the bolt flies widely overhead, and shatters when it hits the opposite wall of the room!

Beginning of Next Round:

Group 1: Trane and Chaandra

Trane runs next to the guard in J-5 and rips into him with teeth and claws, tearing the man to bits and killing him!

Chaandra attacks the guard at H-5, but his armor doesn't let any bite or claw harm him! She tries to back up, but finds the spot occupied by Uldar...

Group 2: The guards

The guard in H-7 steps back to H-8 and attacks Chaandra 1d20 + 9 ⇒ (20) + 9 = 29 crit confirmation 1d20 + 9 ⇒ (6) + 9 = 15 no crit and slashes the big cat 2d4 + 5 ⇒ (2, 2) + 5 = 9 for nine points of damage!

The guards at K-5 and K-7 see Roran closing on them, and they each attack him! 1d20 + 9 ⇒ (1) + 9 = 10 1d20 + 9 ⇒ (10) + 9 = 19 but they are flustered and both miss!

The guards in D-5 and E-5 continue to attack an orc, both swinging their weapons at Orak 1d20 + 9 ⇒ (11) + 9 = 20 1d20 + 9 ⇒ (20) + 9 = 29 crit confirmation 1d20 + 9 ⇒ (10) + 9 = 19 crit confirmed! and one of them slams his weapon straight down on Orak's head 4d4 + 10 ⇒ (3, 2, 1, 3) + 10 = 19 causing 19 points of damage!

Group 3: Everyone else...

Orak swings his long sword at the guard in D-5 1d1d20 + 11 ⇒ (17) + 11 = 28 and smacks the guard 1d8 + 10 ⇒ (4) + 10 = 14 hard, lopping of his head and killing him!

The map is updated.


Male Human Fighter 6

Roran is sweating and panting heavily now. The fight was stretching on and his arms were burning, not to mention the various wounds causing him to bleed out. He stumbles next to the wall and swings once more.

Attack vs K5: 1d20 + 14 ⇒ (16) + 14 = 30
Damage: 2d4 + 20 ⇒ (3, 1) + 20 = 24

5 foot step to J5.


hp 40/58 | AC 21 t. 16 ff. 16 (uncanny dodge, +2 vs traps) | CMD 18 | F +5 R +11 W +3 (+2 vs fear, +2 vs traps) | Ini: +7 | Senses: low-light vision +11 (+14 vs traps)
Skills:
Acro. +16, Appr. +5, Bluf +8, Climb +7*, C. (bow) +5, Dipl. +3, Dis.dev. +19, Disg. +3, Esc. art. +12,Intimidate+3, K. dung. +5, K. local +5, Ling. +6, Per. +11(+14traps), S.mot. +4, S.hand +9, Stealth +18, Swim +4*, UMD +8
Male Halfling Rogue 6 | Treasure sheet | - (Discontinued campaign)

Uldar Keeps shoting! He steps over the laying corpses at I6. Sweating too, his front smeared, he shots to the wounded enemies not yet finished by Roran and the tigers.

+1 shortbow+PB-RS+IC+PS: 1d20 + 10 + 1 - 2 + 2 ⇒ (17) + 10 + 1 - 2 + 2 = 28
Piercing/Magical damage+PB+IC: 1d4 + 1 + 1 + 2 ⇒ (3) + 1 + 1 + 2 = 7

+1 shortbow+PB-RS+IC+PS: 1d20 + 10 + 1 - 2 + 2 ⇒ (1) + 10 + 1 - 2 + 2 = 12
Piercing/Magical damage+PB+IC: 1d4 + 1 + 1 + 2 ⇒ (1) + 1 + 1 + 2 = 5

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

Roran and Uldar attack the remaining guards in the room, and the combination of slashing weapon and streaking arrows kills the two flanking the summoned cat!

The two remaining guards are heavily wounded. The guard at H-8 throws down his weapon, pleading, Quarter! I surrender!

The guard at E-5 tries to run but Orak swings his long sword 1d20 + 11 ⇒ (20) + 11 = 31 crit confirmation 1d20 + 11 ⇒ (7) + 11 = 18 no crit 1d8 + 10 ⇒ (6) + 10 = 16 and smites the last guard a tremendous blow, killing him!

End of Encounter Unless you desire to do something with the guard in H-8 besides accept his surrender...

Orak stomps up to Uldar, his blood streaming down the rent and sliced remains of the robe he was given, waving his sword in the halfling's face: You said dese robes was magic! You lie! Grundar dead! Gives me real armor, or I gets even wid you!

I am taking a trip, and the game will next be updated on August 15. You all can decide what your next course of action should be between now and then...


Male Dwarf Cleric 4| HP: 35/35 | AC: 19 (11 Tch, 18 Fl) | CMD: 15 | F: +6, R: +2, W: +7 | Init: +5/+7 if can act in surprise | Perc: +4 / +6 Eagle, SM: +7 | Active conditions: none

I guess I missed Grundar dying, but I see it was a spectacular hit.

"I say let him take his pick of this armor. They earned some keep here, if you ask me. I am not sure what we want to do with this here fella, but I need some rest and time to pray. My spells are about spent, and I fear we still have many enemies ahead."


Human hp=47/47(AC21/ff20/t12) {F=+5/R=+2/W=+7} CMD 17 Druid (lion shaman) 6--Wild shape(2/3) Totem Xformation (3/3)

"Yes, he has earned his pick of armor."


hp 40/58 | AC 21 t. 16 ff. 16 (uncanny dodge, +2 vs traps) | CMD 18 | F +5 R +11 W +3 (+2 vs fear, +2 vs traps) | Ini: +7 | Senses: low-light vision +11 (+14 vs traps)
Skills:
Acro. +16, Appr. +5, Bluf +8, Climb +7*, C. (bow) +5, Dipl. +3, Dis.dev. +19, Disg. +3, Esc. art. +12,Intimidate+3, K. dung. +5, K. local +5, Ling. +6, Per. +11(+14traps), S.mot. +4, S.hand +9, Stealth +18, Swim +4*, UMD +8
Male Halfling Rogue 6 | Treasure sheet | - (Discontinued campaign)

"Sorry, I really thought the cloaks would be enough. Those guards were specially powerful. Please, accept my apologies and take any of those armors Orak" the halfling bows and points towards the non-magical armors of the guards.
Bluff: 1d20 + 6 ⇒ (19) + 6 = 25

"You fought bravely, your people should be proud of you"


Male Human Cleric of Iomedea - 6 | HP 35/35 | AC 20 ff 20 t 10 | Init. +0 | Perc. +3 | F +7 R +3 W +9 | Speed 20ft | CMB +5 CMD 15
Special Abilities/Skills:
Channel 4/5 Harm DC 18 +6 damage No Channel Resist ... Touch of Glory 6/6 +6 to CHA ... Diplomacy: +6, Heal: +12, Knowledge (religion): +6, Linguistics: +6, Sense Motive: +12, SpellCraft+7

Velcore walks his way thru the carnage, giving Trane a nod, Garm a slap on the back and Kalizama a smile. "Good day friends! Is anyone hurt?" His face goes tense when he sees an Orc with the group. Not taking his eyes of the creature he draws his sword.

Sense Motive: 1d20 + 11 ⇒ (13) + 11 = 24 to judge the Orc and get a feel for the group.


Male Human Fighter 6

Bump. Ready to move forward!


Human hp=47/47(AC21/ff20/t12) {F=+5/R=+2/W=+7} CMD 17 Druid (lion shaman) 6--Wild shape(2/3) Totem Xformation (3/3)

"Lots of us are hurt. We need to find a place to heal and rest."

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

The group backtracks to a room that can be secured, and rests 8 hours, recovering needed spell casting powers.

Orak rummages through the effects of the dead guards, and equips himself with a masterwork bastard sword and masterwork war plate armor. Dis more like it! He adjusts his new equipment, and then says: So, you ready to climb down to next level?


Male Human Fighter 6

Roran breathe heavily and leans against the wall. "Aye. Some rest would be good. Lot of fighting today, even for me."


hp 40/58 | AC 21 t. 16 ff. 16 (uncanny dodge, +2 vs traps) | CMD 18 | F +5 R +11 W +3 (+2 vs fear, +2 vs traps) | Ini: +7 | Senses: low-light vision +11 (+14 vs traps)
Skills:
Acro. +16, Appr. +5, Bluf +8, Climb +7*, C. (bow) +5, Dipl. +3, Dis.dev. +19, Disg. +3, Esc. art. +12,Intimidate+3, K. dung. +5, K. local +5, Ling. +6, Per. +11(+14traps), S.mot. +4, S.hand +9, Stealth +18, Swim +4*, UMD +8
Male Halfling Rogue 6 | Treasure sheet | - (Discontinued campaign)

Uldar appreciates the resting and looks for any relevant thing on the rooms.
Perception: 1d20 + 9 ⇒ (15) + 9 = 24

"Yes Orak, I am! I guess this level we can consider done" says the halfling.


Male Human Cleric of Iomedea - 6 | HP 35/35 | AC 20 ff 20 t 10 | Init. +0 | Perc. +3 | F +7 R +3 W +9 | Speed 20ft | CMB +5 CMD 15
Special Abilities/Skills:
Channel 4/5 Harm DC 18 +6 damage No Channel Resist ... Touch of Glory 6/6 +6 to CHA ... Diplomacy: +6, Heal: +12, Knowledge (religion): +6, Linguistics: +6, Sense Motive: +12, SpellCraft+7

[ooc] Before resting Velcore will channel positive energy to heal the group.

CPE: 1d6 + 5 ⇒ (5) + 5 = 10
CPE: 1d6 + 5 ⇒ (6) + 5 = 11
CPE: 1d6 + 5 ⇒ (2) + 5 = 7
CPE: 1d6 + 5 ⇒ (1) + 5 = 6
CPE: 1d6 + 5 ⇒ (1) + 5 = 6

Velcore sleep uneasy, due to the Orc, but that is nothing new for him. In the morning he will pray for the first hour.

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

Orak leads the party northward, and then clambers down a circular stairway (hall 153). The stairs quickly become darkened, as they circle lower and lower down.

Light sources will be needed for those without darkvision.

Eventually the staircase ends at a branching hallway:

- one hall leads southeast and then bends to run straight east, branching into additional connecting halls. A door is situated about 20 feet beyond the bend.

- another hallway leads southwest and then bends to run straight south, leading to a room (245). None of the many cressets and walls sconces are lit; no torches remain.

A new map has been posted in the FB group.


Human hp=47/47(AC21/ff20/t12) {F=+5/R=+2/W=+7} CMD 17 Druid (lion shaman) 6--Wild shape(2/3) Totem Xformation (3/3)

Trane points to the door beyond the bend.

"Doors are nice."


Male Human Fighter 6

How are those with limited resources doing? Obviously as the fighter I can go all day until I run out of HP or my weapon breaks, but I want to make sure you guys are doing ok.

"I do like kicking down doors." Roran muses.


hp 40/58 | AC 21 t. 16 ff. 16 (uncanny dodge, +2 vs traps) | CMD 18 | F +5 R +11 W +3 (+2 vs fear, +2 vs traps) | Ini: +7 | Senses: low-light vision +11 (+14 vs traps)
Skills:
Acro. +16, Appr. +5, Bluf +8, Climb +7*, C. (bow) +5, Dipl. +3, Dis.dev. +19, Disg. +3, Esc. art. +12,Intimidate+3, K. dung. +5, K. local +5, Ling. +6, Per. +11(+14traps), S.mot. +4, S.hand +9, Stealth +18, Swim +4*, UMD +8
Male Halfling Rogue 6 | Treasure sheet | - (Discontinued campaign)

I assume we rested

Uldar approaches the door and does his best to go through it safely.
Perception: 20 + 12 = 32
Disable device: 1d20 + 16 ⇒ (11) + 16 = 27

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

The group rested, so everyone should be recharged and healed up.

The group proceeds down the hallway leading southeast, and Uldar finds the door to be unlocked. Opening the door, he finds this room is filled with old furniture, mostly wardrobes, cabinets, armoires, and chests. Two chairs, a stool, a small table, and a couch are in the southeast corner. A shabby carpet is on the floor, and various types of hangings adorn the walls. The place is a hodgepodge of junk, obviously altered since the overthrow of the Temple. A raggedy and torn tapestry is hanging along the southeast wall.

The map is updated.


hp 40/58 | AC 21 t. 16 ff. 16 (uncanny dodge, +2 vs traps) | CMD 18 | F +5 R +11 W +3 (+2 vs fear, +2 vs traps) | Ini: +7 | Senses: low-light vision +11 (+14 vs traps)
Skills:
Acro. +16, Appr. +5, Bluf +8, Climb +7*, C. (bow) +5, Dipl. +3, Dis.dev. +19, Disg. +3, Esc. art. +12,Intimidate+3, K. dung. +5, K. local +5, Ling. +6, Per. +11(+14traps), S.mot. +4, S.hand +9, Stealth +18, Swim +4*, UMD +8
Male Halfling Rogue 6 | Treasure sheet | - (Discontinued campaign)

Uldar searches the room, looking below the carpet and behind the tapestry.
Perception: 1d20 + 9 ⇒ (5) + 9 = 14


Male Human Cleric of Iomedea - 6 | HP 35/35 | AC 20 ff 20 t 10 | Init. +0 | Perc. +3 | F +7 R +3 W +9 | Speed 20ft | CMB +5 CMD 15
Special Abilities/Skills:
Channel 4/5 Harm DC 18 +6 damage No Channel Resist ... Touch of Glory 6/6 +6 to CHA ... Diplomacy: +6, Heal: +12, Knowledge (religion): +6, Linguistics: +6, Sense Motive: +12, SpellCraft+7

Velcore begins to pray an instant later his sword is glowing white. He moves into the room behind the rogue.

Cast Light

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

Uldar examines the various chests, wardrobes, etc., which reveal all sorts of clothing: merchants'garments, laborers' clothing, farmers' and seafarers' garb, scribes' robes, womens' apparel, and even beggars' ragged wear; hats, cloaks, capes, robes, sandals, boots, shoes, and others. It seems as if some madman has made an effort to collect clothing of all sorts and types, from the poorest sort to the finery of a noble or court fop.

Moving his way to the southern end of the room, Uldar pulls back the tapestry which reveals a door, which is pierced by a small window opening. The door has no handle on the north side. As he contemplates the door's appearance, Uldar is surprised by two events. First, he hears something go "thump" from somewhere behind the door. Second, a crossbow bolt flies out of the small window opening 1d20 + 2 + 4 ⇒ (19) + 2 + 4 = 25 possible crit: 1d20 + 2 + 4 ⇒ (5) + 2 + 4 = 11 no crit striking Uldar 1d8 ⇒ 3 for three damage! An iron shutter then slides over the window opening with a loud "click!"


hp 40/58 | AC 21 t. 16 ff. 16 (uncanny dodge, +2 vs traps) | CMD 18 | F +5 R +11 W +3 (+2 vs fear, +2 vs traps) | Ini: +7 | Senses: low-light vision +11 (+14 vs traps)
Skills:
Acro. +16, Appr. +5, Bluf +8, Climb +7*, C. (bow) +5, Dipl. +3, Dis.dev. +19, Disg. +3, Esc. art. +12,Intimidate+3, K. dung. +5, K. local +5, Ling. +6, Per. +11(+14traps), S.mot. +4, S.hand +9, Stealth +18, Swim +4*, UMD +8
Male Halfling Rogue 6 | Treasure sheet | - (Discontinued campaign)

The halfling shrieks on pain pulling calmly out the offending bolt "I should know better by now to check slower"

The curious halfling cannot avoid his natural curiosity and moves open the windowed door.
Disable device: 1d20 + 16 ⇒ (9) + 16 = 25
Disable device: 1d20 + 16 ⇒ (10) + 16 = 26
Disable device: 1d20 + 16 ⇒ (19) + 16 = 35


Male Human Cleric of Iomedea - 6 | HP 35/35 | AC 20 ff 20 t 10 | Init. +0 | Perc. +3 | F +7 R +3 W +9 | Speed 20ft | CMB +5 CMD 15
Special Abilities/Skills:
Channel 4/5 Harm DC 18 +6 damage No Channel Resist ... Touch of Glory 6/6 +6 to CHA ... Diplomacy: +6, Heal: +12, Knowledge (religion): +6, Linguistics: +6, Sense Motive: +12, SpellCraft+7

Making sure Uldar is alright. " What was that? A trap or a person?" Velcore raises his shield and steps next tot he rogue near the door.

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

Uldar tries to open the door, but is unable to do so. There is no handle or mechanism to open it visible on this side.


hp 40/58 | AC 21 t. 16 ff. 16 (uncanny dodge, +2 vs traps) | CMD 18 | F +5 R +11 W +3 (+2 vs fear, +2 vs traps) | Ini: +7 | Senses: low-light vision +11 (+14 vs traps)
Skills:
Acro. +16, Appr. +5, Bluf +8, Climb +7*, C. (bow) +5, Dipl. +3, Dis.dev. +19, Disg. +3, Esc. art. +12,Intimidate+3, K. dung. +5, K. local +5, Ling. +6, Per. +11(+14traps), S.mot. +4, S.hand +9, Stealth +18, Swim +4*, UMD +8
Male Halfling Rogue 6 | Treasure sheet | - (Discontinued campaign)

Resolute, the small halfling pushes the door with his shoulders before he can be attacked again, trying to broke the thing!
Strength: 1d20 + 0 ⇒ (19) + 0 = 19

Just finished my holidays :'(
Hope you are enjoying your time!

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

Uldar pushes against the door, but it refuses to budge. It is undoubtedly blocked or barred on the opposite side.


hp 40/58 | AC 21 t. 16 ff. 16 (uncanny dodge, +2 vs traps) | CMD 18 | F +5 R +11 W +3 (+2 vs fear, +2 vs traps) | Ini: +7 | Senses: low-light vision +11 (+14 vs traps)
Skills:
Acro. +16, Appr. +5, Bluf +8, Climb +7*, C. (bow) +5, Dipl. +3, Dis.dev. +19, Disg. +3, Esc. art. +12,Intimidate+3, K. dung. +5, K. local +5, Ling. +6, Per. +11(+14traps), S.mot. +4, S.hand +9, Stealth +18, Swim +4*, UMD +8
Male Halfling Rogue 6 | Treasure sheet | - (Discontinued campaign)

Frustrated Uldar turns and looks to the rest of the party "Any further ideas on how to continue?"

If no one seems to come with an idea on how to pass the door, the halfling proposes to come back the corridor at 246 and follow it in the other direction, opening the first door in there.

While the party decides, Uldar checks again this room.
Perception (+2 vs traps): 1d20 + 9 ⇒ (15) + 9 = 24
Perception (take 20): 20 + 9 = 29


Male Dwarf Cleric 4| HP: 35/35 | AC: 19 (11 Tch, 18 Fl) | CMD: 15 | F: +6, R: +2, W: +7 | Init: +5/+7 if can act in surprise | Perc: +4 / +6 Eagle, SM: +7 | Active conditions: none

"Let's just go around. We can always come back if we need to."

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

Uldar searches the room again, but doesn't find anything other than was previously described...


hp 40/58 | AC 21 t. 16 ff. 16 (uncanny dodge, +2 vs traps) | CMD 18 | F +5 R +11 W +3 (+2 vs fear, +2 vs traps) | Ini: +7 | Senses: low-light vision +11 (+14 vs traps)
Skills:
Acro. +16, Appr. +5, Bluf +8, Climb +7*, C. (bow) +5, Dipl. +3, Dis.dev. +19, Disg. +3, Esc. art. +12,Intimidate+3, K. dung. +5, K. local +5, Ling. +6, Per. +11(+14traps), S.mot. +4, S.hand +9, Stealth +18, Swim +4*, UMD +8
Male Halfling Rogue 6 | Treasure sheet | - (Discontinued campaign)

Observing nothing new, Uldar nods to Brandor and starts walking back to the corridor.

He inspects the first door to the south.
Perception (+2 vs traps): 1d20 + 9 ⇒ (7) + 9 = 16

"Let's get in here and see if we can find those priests causing havoc" he whispers just before trying to open the door. If locked, he retrieves his tools and tries to force it open.
Disable device (unlock): 1d20 + 16 ⇒ (13) + 16 = 29
Disable device (unlock): 1d20 + 16 ⇒ (16) + 16 = 32
Disable device (unlock): 1d20 + 16 ⇒ (15) + 16 = 31
Disable device (unlock): 1d20 + 16 ⇒ (7) + 16 = 23
Disable device (unlock, take 20): 20 + 16 = 36


Human hp=47/47(AC21/ff20/t12) {F=+5/R=+2/W=+7} CMD 17 Druid (lion shaman) 6--Wild shape(2/3) Totem Xformation (3/3)

Trane gives his crowbar to Roran to force the barred door.

If needed, he helps. STR to aid or primary if acting alone: 1d20 + 5 ⇒ (14) + 5 = 191d20 + 5 ⇒ (1) + 5 = 61d20 + 5 ⇒ (13) + 5 = 181d20 + 5 ⇒ (18) + 5 = 23


Male Human Fighter 6

If Uldar fails, Roran gives him some help.

Strength: 1d20 + 5 ⇒ (11) + 5 = 16


Male Human Cleric of Iomedea - 6 | HP 35/35 | AC 20 ff 20 t 10 | Init. +0 | Perc. +3 | F +7 R +3 W +9 | Speed 20ft | CMB +5 CMD 15
Special Abilities/Skills:
Channel 4/5 Harm DC 18 +6 damage No Channel Resist ... Touch of Glory 6/6 +6 to CHA ... Diplomacy: +6, Heal: +12, Knowledge (religion): +6, Linguistics: +6, Sense Motive: +12, SpellCraft+7

Velcore stands back watching the other trying to brake thru the door.


Human hp=47/47(AC21/ff20/t12) {F=+5/R=+2/W=+7} CMD 17 Druid (lion shaman) 6--Wild shape(2/3) Totem Xformation (3/3)

Trane is working on the barred door, not the new one. The one the rogue gave up on.

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

Uldar leaves Room 246 and heads east and spots a door at the end of a hallway which branches to the south. The door does not appear to be trapped or locked, and he opens the door and peers inside (Room 236).

This oddly shaped chamber is bisected by a curving wall of well-dressed, mortared stones. The wall is about four feet tall, and to the south side of it is water, high enough to almost flow over the top.
Water trickles in from several places along the east, south, and west walls; overflow gravitates to floor drains even as you watch.

North of this room with the large cistern the hallway proceeds northward and branches again. You see an open room to the west, and another closed door to the east (Rooms 238 and 239)

Trane continues trying to get the door in Room 240 to open...and suddenly the small metal window slides open quickly and another bolt shoots out of it 1d20 + 2 ⇒ (12) + 2 = 14! The missile flies past Trane, missing him, and the small metal opening is slammed shut again!

The Map Is Updated.


Male Human Fighter 6

Roran jumps at the bolt and growls. "Traps. I hate bloody traps." He raises his arm warily as he continues through the room.


hp 40/58 | AC 21 t. 16 ff. 16 (uncanny dodge, +2 vs traps) | CMD 18 | F +5 R +11 W +3 (+2 vs fear, +2 vs traps) | Ini: +7 | Senses: low-light vision +11 (+14 vs traps)
Skills:
Acro. +16, Appr. +5, Bluf +8, Climb +7*, C. (bow) +5, Dipl. +3, Dis.dev. +19, Disg. +3, Esc. art. +12,Intimidate+3, K. dung. +5, K. local +5, Ling. +6, Per. +11(+14traps), S.mot. +4, S.hand +9, Stealth +18, Swim +4*, UMD +8
Male Halfling Rogue 6 | Treasure sheet | - (Discontinued campaign)

Uldar checks the water cistern past the wall "Perhaps some gem is hidden inside the water?" he climbs with greed.
Climb: 1d20 + 6 ⇒ (1) + 6 = 7
Perception (+2 vs traps): 1d20 + 9 ⇒ (16) + 9 = 25

If nothing is found, the halfling proposes to inspect the open chamber to the west (238).

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

Uldar climbs upon the retaining well of the cistern and looks around. Careful examination of the walls and floor within the cistern reveals that the stones are covered with some form of algae, apparently quite slimy and presumably slippery.

The floor of the cistern immediately south of the retaining wall is four feet lower than that in the room, and slopes down to the south about two feet for every five; thus, at the far south end, the cistern appears to be about 15 feet deep. There appears to be a fairly large object on the floor of the cistern at the southern end.


hp 40/58 | AC 21 t. 16 ff. 16 (uncanny dodge, +2 vs traps) | CMD 18 | F +5 R +11 W +3 (+2 vs fear, +2 vs traps) | Ini: +7 | Senses: low-light vision +11 (+14 vs traps)
Skills:
Acro. +16, Appr. +5, Bluf +8, Climb +7*, C. (bow) +5, Dipl. +3, Dis.dev. +19, Disg. +3, Esc. art. +12,Intimidate+3, K. dung. +5, K. local +5, Ling. +6, Per. +11(+14traps), S.mot. +4, S.hand +9, Stealth +18, Swim +4*, UMD +8
Male Halfling Rogue 6 | Treasure sheet | - (Discontinued campaign)

"There's some object at the far side. Anyone good at diving?" suggests the halfling.


Male Dwarf Cleric 4| HP: 35/35 | AC: 19 (11 Tch, 18 Fl) | CMD: 15 | F: +6, R: +2, W: +7 | Init: +5/+7 if can act in surprise | Perc: +4 / +6 Eagle, SM: +7 | Active conditions: none

"I'm good at sinking..."


Human hp=47/47(AC21/ff20/t12) {F=+5/R=+2/W=+7} CMD 17 Druid (lion shaman) 6--Wild shape(2/3) Totem Xformation (3/3)

"Let's get it out."

He looks carefully in the water.

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

If no one has specifically put points in the Swim skill, it is still feasible to get the object, using a Strength skill check. Your Armor Check Penalty and the weight of your other possessions negatively reduce your rolls - better take armor and other possessions off before diving in!

The water is calm, so as long as you meet or exceed a Strength or Swim check of 10 each round, you progress satisfactorily. Make a Swim check once per round while you are in the water. Success means you may swim at up to half your speed (as a full-round action) or at a quarter of your speed (as a move action). If you fail by 4 or less, you make no progress. If you fail by 5 or more, you go underwater.

If you are underwater, either because you failed a Swim check or because you are swimming underwater intentionally, you must hold your breath. You can hold your breath for a number of rounds equal to twice your Constitution score, but only if you do nothing other than take move actions or free actions. If you take a standard action or a full-round action, the remainder of the duration for which you can hold your breath is reduced by 1 round. (Effectively, a character taking a standard action can hold his breath half as long as normal).

Whoever dives in will perform the following rounds:

1 - Swim 15 feet
2 - Swim 15 feet
3 - Dive 15 feet
4 - Reach and grasp the object
5 - Rise 15 feet
6 - Swim 10 feet (now carrying the object)
7 - Swim 10 feet
8 - Swim 10 feet

So...who want to dive in? Remove your armor and weapons, etc. Make 8 consecutive d20 + STR rolls, or 8 Swim Skill rolls.

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

Someone casting Bull's Strength on the swimmer would increase his or her odds of success...


Human hp=47/47(AC21/ff20/t12) {F=+5/R=+2/W=+7} CMD 17 Druid (lion shaman) 6--Wild shape(2/3) Totem Xformation (3/3)

Trane removes his armor for swimming.
+7 swim skill one rank

He will cast a spell to summon a celestial dolphin if it will help him swim to the bottom Convert entangle to summon monster 1

Dolphin has 80' swim speed, to Trane will hitch a ride if he can

Swim checks: 1d20 + 7 ⇒ (14) + 7 = 211d20 + 7 ⇒ (18) + 7 = 251d20 + 7 ⇒ (18) + 7 = 251d20 + 7 ⇒ (16) + 7 = 231d20 + 7 ⇒ (3) + 7 = 101d20 + 7 ⇒ (12) + 7 = 191d20 + 7 ⇒ (7) + 7 = 141d20 + 7 ⇒ (9) + 7 = 161d20 + 7 ⇒ (9) + 7 = 16

Dolphin:

Augmented so brackets do apply.
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 11 [15] (2d8+2) [2d8+6]
Fort +4 [+6], Ref +5, Will +1
SR 5

Celestial - Resist Acid, Cold, and Electricity 5
Fiendish - Resist Cold and Fire 5

OFFENSE

Speed swim 80 ft.
Melee slam +3 [+5] (1d4+1 [1d4+3])
Special Attacks Smite evil/good

STATISTICS

Str 12 [16], Dex 15, Con 13 [17], Int 2, Wis 13, Cha 6
Base Atk +1; CMB +2 [+4]; CMD 14 [16]
Feats Weapon Finesse
Skills Perception +9, Swim +13; Racial Modifiers +4 Perception

SPECIAL ABILITIES

Smite evil/good 1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+2) against evil/good foes; smite persists until target is dead or the celestial/fiendish creature rests).

Augment Summoning: Items in brackets [] represent the spell being cast by a character with the Augment Summoning feat. Augment Summoning grants each creature you conjure with any summon spell a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

Trane removes his armor, casts a spell summoning a dolphin to assist his swimming, (cool!) and he easily swims to the far end of the cistern and dives to the object resting at the bottom of the pool. He then returns to the cistern retaining wall, hauling what looks like a metallic shield.

Crawling out of the cistern, Trane wipes the slime off of a heavy steel shield, revealing it emits a barely perceptible soft, light green glow. The images of two crossed weapons, a war hammer and a battle axe, are molded into the steel. The images are obviously of dwarven-crafted weapons. Several small runes circle the weapon images.

The Dolphin makes a whistling sound as it juts its head above the water's surface and observes what Trane is doing...


Human hp=47/47(AC21/ff20/t12) {F=+5/R=+2/W=+7} CMD 17 Druid (lion shaman) 6--Wild shape(2/3) Totem Xformation (3/3)

Trane hands the shield to Brandor.

2,451 to 2,500 of 2,949 << first < prev | 45 | 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / The Temple of Elemental Evil All Messageboards

Want to post a reply? Sign in.