Temple of Elemental Evil - Delving the depths of the Abyss on Golarian.

Game Master Tirion Jörðhár

The classic AD&D Temple of Elemental Evil - with a Pathfinder and Golarian twist.

Village of Hommlet - with building numbers <-- Legend in Campaign Info


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Round 2: 15/15 HP, AC 16

Growling as he misses once more, Glorfin channels the full power of Ogoun's destructive gaze into his hammer arm and unleashes it upon the tick...

Power Attack Warhammer: 1d20 + 4 + 1 - 1 ⇒ (19) + 4 + 1 - 1 = 23 for 1d8 + 3 + 2 + 1 ⇒ (8) + 3 + 2 + 1 = 14

Stand and deliver.


HP 25/25; Per +12 (+2 outside); AC 16, Touch 14, Flat 13; Gimpy HP 28/28; Per +6; AC 18, Touch 14, Flat 14

In tick-Hell, the newest arrival says, "Did somebody get the license plate of that truck...?"


Hobbit [hp = 19/22; AC14/T14/ff11; F +1; R+3; W+4 CMD 12]

Waiting to see if the tick stayed up after the dwarven beatdown, Braden launches another bolt of acid.

touch/damage: 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 251d3 + 1 ⇒ (1) + 1 = 2
confirm?/damage: 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 201d3 + 1 ⇒ (1) + 1 = 2

No penalties for cover or engaged applied


Round 2 - recap
While Ranim, Tybek and Maegge aimlessly swing their weapons at dust bunnies, Arindale manages to land a solid blow to the tick. The large bug seems to almost grimace at the blow as it raises its pincers and feelers. Unfortunately for the bug, this opens it up to the golden dwarf's might axe. With a prayer to his patron saint, Glorfin brings his hammer down with a crash causing the carapace of the tick to shatter resulting in the innards of the thing splattering onto both dwarves and the cleric standing nearby.

Combat over

This room looks like it was the moathouse kitchen. The stoves and cabinets are old, rusted and/or rotten. There are several smashed boxes which may at some point have contained foodstuffs, but are not not much more than kindling.


Hobbit [hp = 19/22; AC14/T14/ff11; F +1; R+3; W+4 CMD 12]

Braden looks at Maegge "They are hogging all the tick sauce."


Braden Montajay wrote:
Braden looks at Maegge "They are hogging all the tick sauce."

Does that tick off you little folk?


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Ignoring the gore of his strike, Glorfin nods at his handiwork before looking about the room. "It seems that this was merely a scavenger" echoing Braden's concern from above with the bodies "We should try the other doors as well."


Dwarf Rogue 3 (hp: 31/31, AC 18, Touch 14, Flat 14, Perception +7 (+9 Traps), Stealth +13)

Tybek mentions to Glorfin, "Ahh can tell yae dannae like ticks. Yae swung like a fanatick with that Warhammer!"

Tybek looks around the old kitchen for the usual, gold, traps, secret passages, and old kegs of beer, but has already dismissed that hope of finding anything.

Perception: 1d20 + 5 ⇒ (1) + 5 = 6 <---- add+1 for traps, and +1 for stonework

Turning to the halflings he adds, "Did yae twa try tae get me tae come in here sae yae could try and find anither meal tae eat?!"


Hobbit [hp = 19/22; AC14/T14/ff11; F +1; R+3; W+4 CMD 12]

Braden looks up from his search of the kitchen for edibles.
"No, but you can't pass up an opportunity to search a kitchen."


Male Human Cleric 3 (FC) AC 20 HP 29/29 F: +5 R: +2 W:+5 Perc: +2

Arindale look at his bickering comrades and considers that Silence may be one of the first spells he attempts to pray for when they rest...

He rubs his head in thought, looking like it might hurt...Can we look for the tracks of the two thieves that were sent down, maybe we can find out where they met their end and be ready?

It may be the smartest thing you have ever heard the big man say...


Dwarf Rogue 3 (hp: 31/31, AC 18, Touch 14, Flat 14, Perception +7 (+9 Traps), Stealth +13)
Arindale wrote:
He rubs his head in thought, looking like it might hurt..."Can we look for the tracks of the two thieves that were sent down, maybe we can find out where they met their end and be ready?"

"Arindale, yae dannae look sae gud! Are yae daein ok? Aye, we'll be headin doon soon enough, but Ahh we wantae make sure that we've found every bit o' treasure that we can find first! Just hae a wee nip and keep on searchin. You'll feel the excitement once yae find something!"


A thorough search of the kitchen turns up several rusty and mostly destroyed pots, some broken china that may have once been nice, although the pictures on them appear to be of some sort of horribly evil creatures, and some bread that might have been edible 70 years ago, but would likely do serious damage to the teeth of any person trying to eat it now.

Knowledge(planes) DC15:

The pictures appear to be both elementals and demons, you cannot determine exactly what types due to the age and damage.


Dwarf Rogue 3 (hp: 31/31, AC 18, Touch 14, Flat 14, Perception +7 (+9 Traps), Stealth +13)

"Ach! There daesnae seem tae be anything o' value in here. Ahhm gaein tae check the next door."

Tybek returns to the hallway and then proceeds stealthily to the next door where he continues to listen for both the footsteps or any evidence of something behind the door.

Perception: 1d20 + 5 ⇒ (17) + 5 = 22 <---- add+1 for traps, and +1 for stonework

He will then open the door.


Which door? There are two on the other side of the hall, and a double door at the end of the hall.


Dwarf Rogue 3 (hp: 31/31, AC 18, Touch 14, Flat 14, Perception +7 (+9 Traps), Stealth +13)

I cannot figure out from the battlemat where the hallway or the doors are located, but I was hoping to open the next door that was along the hallway. This is likely one of the doors on the other side of the hall. I want to save the double door for last.


[(HP 20/26 | AC15 T11 FF13 CMD16 | F+2 R+4 W+2 | Inish +1 Per +3 S.M. +5) Female Suli Bard 3

Knowledge (Planes): 1d20 + 2 ⇒ (2) + 2 = 4

I'd complain that I need to hit level 2 so I can start getting some ranks into these knowledges, but I don't think that would help with that roll.


Will try to work on the doors.

You listen to both doors on the other side of the hall, but do not hear anything behind either. You open the first and within is what appears to once have been a trophy room. You see numerous heads mounted on the walls, deer, boar, strange creatures. All have been partially, if not completely, consumed by rats, mice, insects and anything else that could get in here. The deer's antlers are missing and one of the boar's tusks has been taken at some point.


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"It looks as though this upper level is merely the mouldering possessions of whoever held this moathouse before the bandits. Mayhap below we could have better luck - but we should clear all doors to be sure first."


Dwarf Rogue 3 (hp: 31/31, AC 18, Touch 14, Flat 14, Perception +7 (+9 Traps), Stealth +13)
Glorfin wrote:
""It looks as though this upper level is merely the mouldering possessions of whoever held this moathouse before the bandits. Mayhap below we could have better luck - but we should clear all doors to be sure first."

"Ahhm glad yae agree wid me. Once we clear oot this place of scum and villainy, then we'll gae doon stairs."

Tybek steps into a pile of crap and then corrects his last statement. Ach Crivens! Well mebbae we'll just clear the place o' villainy and we'll leave the scum whair it is!"

Looking around the Trophy Room, Tybek looks for any hidden passages, compartments, or treasure.

"Come oot, come oot, wherever yae are! Ahh ken yae hae some secrets tae tell me!"

Perception: 1d20 + 5 ⇒ (4) + 5 = 9 <---- add+1 for traps, and +1 for stonework.

Next he will proceed to the next door along the hallway, open it and enter. He is still saving the double doors for last.


HP 25/25; Per +12 (+2 outside); AC 16, Touch 14, Flat 13; Gimpy HP 28/28; Per +6; AC 18, Touch 14, Flat 14

Maegge at last finishes dawdling, disappointed, in the kitchen. Following after the rest, he waits to see what else the moldering keep has to "offer".

Perception: 1d20 + 10 ⇒ (2) + 10 = 12 just a general check to be observant of monsters or the like if there are any... not that my roll means it matters


Tybek manages to find several mouse skeletons which look surprisingly similar, unfortunately they are quite brittle and unlikely to be of any value unless you know someone who collects old mouse skeletons.

Maegge finds several broken deer antlers which makes him think of Gimpy out in the hallway.

___________
Tybek proceeds to the next door where he listens, but does not hear anything beyond. He then cracks the door and gets a strong whiff of mold and stagnant dust as though nobody has been in this room in many years.

A quick scan of the room shows that this must of have been the residence of the majordomo of the moathouse. It appears as though this room was once richly furnished, but it appears that everything in here has been looted and broken for many years.


Dwarf Rogue 3 (hp: 31/31, AC 18, Touch 14, Flat 14, Perception +7 (+9 Traps), Stealth +13)

"Look here, mae friends, the remains o' a moose in the hoose!"

Tybek looks about the ransacked residence of the majordomo in the hopes that his keen eyes will spot something the previous looters did not.

Perception: 1d20 + 5 ⇒ (15) + 5 = 20 <---- add+1 for traps, and +1 for stonework.

Next, he leads the others down the hallway carefully. He is still listening for the footsteps he heard earlier. With his axe still in his hands, the dwarven rogue pushes open the double doors.


HP 25/25; Per +12 (+2 outside); AC 16, Touch 14, Flat 13; Gimpy HP 28/28; Per +6; AC 18, Touch 14, Flat 14

When Tybek proclaimed moose remains in the majordomo's rooms, Maegge just had to see for himself. Looking at the skeletons, he scoffed.

"A moose? Tybek, moose are really big animals: some get even bigger than horses! Those are mouse remains."

Note that this is before Tybek would've moved on to the next room, so we can avoid the "no talking while sneaking" conversation again :D


In surveying majordomo's room, Tybek's sharp eyes suddenly notice a bit of light reflect off something on one of the walls. Moving over and reaching up as far as his dwarven body can reach, he pulls out a silver candlestick that someone carelessly, or perhaps intentionally, stuck into a torch scone. The candlestick is tarnishes and a little battered from the years, but still appears to be worth something. Etched into it are more of the evil images similar to those that were on the broken china in the kitchen.
_____________

Tybek then moves to the room at the end of the hall. The strange footsteps continue to follow him and anyone else whenever they move in the passageway outside of the rooms.

As Tybek opens the door, you are momentarily blinded as bright sunshine pours in from a gaping hole in the southwest corner of the room where the wall has collapsed. Once your vision clears, you can easily see the moat and swamp outside the room from here.

This appears to have been a barracks of some sort. Broken beds and footlockers are scattered throughout the room. In one corner is a chest that looks worn, but not completely destroyed unlike most others.


Dwarf Rogue 3 (hp: 31/31, AC 18, Touch 14, Flat 14, Perception +7 (+9 Traps), Stealth +13)

Pulling out the candlestick Tybek takes a quick glance at it, trying to appraise its worth.

Appraise: 1d20 + 5 ⇒ (5) + 5 = 10

"Hehe! Ahh shouldae known that somebody with less skilled eyes wouldnae find such a well hidden treasure. See how it's done, mae friends?!"

Later, in the barracks, Tybek does a careful check of the remaining chest for any traps.

Perception: 1d20 + 5 ⇒ (2) + 5 = 7 <---- add+1 for traps, and +1 for stonework.

If he does not find any, then he will proceed to try and open the chest. If it is locked, he will try to unlock it with his Thieve's tools. If he does find a trap, (unlikely) he will attempt to disarm it.

Disable Device: 1d20 + 6 ⇒ (17) + 6 = 23


What does everyone else do once Tybek charges to the deserted chest?


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Glorfin does not let his guard all the way down, but does drop his hands to his sides. It seems that the worst offered by the surface level was a tick... his thoughts focused instead on what lay deeper below.

Glorfin would probably be just inside the doors, but has no reason to stop Tybek.


Male Human Cleric 3 (FC) AC 20 HP 29/29 F: +5 R: +2 W:+5 Perc: +2

Arindale stays just within channel range...he has heard of traps blowing things up and doesn't want to be caught in the explosion. He figures that Ty has handled things like this before...25' away.

He does peer around the room to make sure he doesn't see anything odd...
perception 1d20 + 2 ⇒ (1) + 2 = 3 Nothing to see here...


Lizard: 1d20 + 14 ⇒ (20) + 14 = 34

Perception(Maegge): 1d20 + 6 ⇒ (8) + 6 = 14
Perception(Braden): 1d20 + 6 ⇒ (2) + 6 = 8
Perception(Ranim): 1d20 + 3 ⇒ (16) + 3 = 19

As Tybek begins to fiddle with the chest, which appears to be neither locked nor trapped, a dark green form suddenly shoots out from under some of the rubble adjacent to the chest and attacks him.

Initiative:

Arindale: 1d20 + 1 ⇒ (3) + 1 = 4
Braden: 1d20 + 3 ⇒ (17) + 3 = 20
Glorfin: 1d20 - 1 ⇒ (10) - 1 = 9
Maegge: 1d20 + 3 ⇒ (14) + 3 = 17
Ranim: 1d20 + 1 ⇒ (6) + 1 = 7
Tybek: 1d20 + 4 ⇒ (12) + 4 = 16

Lizard: 1d20 + 2 ⇒ (14) + 2 = 16

Surprise Round
Lizard: 1d20 + 5 ⇒ (20) + 5 = 25 <-- **HIT**
Damage: 1d8 + 4 ⇒ (3) + 4 = 7 <-- DC14 Fort Save vs. Poison

Crit Confirm: 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 1d8 + 4 ⇒ (4) + 4 = 8

Grapple: 1d20 + 9 ⇒ (13) + 9 = 22 <-- Tybek is Grappled

Round 1

Braden
Maegge
Tybek
Lizard
Glorfin
Ranim
Arindale

_________________________

The dark form appears to be a large lizard that has taken up residence in the former barracks. It opens its huge maw and bites Tybek, completely ignoring the sour unwashed taste.

Battlemap


HP 25/25; Per +12 (+2 outside); AC 16, Touch 14, Flat 13; Gimpy HP 28/28; Per +6; AC 18, Touch 14, Flat 14

Round 1

Maegge, seeing Tybek in trouble, draws his sickle and moves behind the lizard to try and pull it off the sputtering dwarf.

Acrobatics to move through a Threatened area, DC = lizard CMD: 1d20 + 3 ⇒ (2) + 3 = 5

Actions: Move-Draw Weapon, Standard - Move to (9,P)


Dwarf Rogue 3 (hp: 31/31, AC 18, Touch 14, Flat 14, Perception +7 (+9 Traps), Stealth +13)

Fort Save vs. DC 14: 1d20 + 1 ⇒ (7) + 1 = 8

"Crivenns! Where did that beast come frae?! Help mae! Help mae! Some damn creature got in here and its tryin tae lick mae! Ughh! I dannae feel sae well!"

Round 1

Tybek tries to break the grapple and free himself from the lizard.

Standard Action: Break Grapple.

Escape Artist Check vs. Lizard's CMD to break grapple: 1d20 + 6 ⇒ (11) + 6 = 17

"Get yer scuzzy tongue auf a mae or Ahh'll rip it auf wid mae axe!! Ahh'm nae gonnae be dinner fer yae!"


Hobbit [hp = 19/22; AC14/T14/ff11; F +1; R+3; W+4 CMD 12]

Braden shoot a burst of acid at the creature.
1d20 + 4 ⇒ (11) + 4 = 151d3 ⇒ 2
He misses trying to avoid hitting the dwarf


It missed anyway, but Tybek, don't forget that as a dwarf you get +2 versus poison and various spells.

Round 1 - Partial Recap

After the lizard appeared out of the rubble by the chest, everyone was confused.

First, Braden tosses a small ball of acid at the reptile doing a small amount of damage.

Then, Maegge decided that valor was better than safety and run fortunately he makes it past while the lizard is still attempting to grasp Tybek in his mouth. I see nothing in the rules that say no AoO while grappling someone, but since he is grappling Tybek with his mouth and he uses his mouth for attacks, it does not seem like an AoO is realistic.

Finally, Tybek squirms about. You are not sure whether he freed himself, or if it was just that the terrible taste made the lizard release him, but either way, he manages to get free.

The lizard then turns and attempts to attack the much smaller hobbit behind him.

Attack-bite: 1d20 + 5 ⇒ (18) + 5 = 23 <-- HIT
Damage: 1d8 + 4 ⇒ (2) + 4 = 6

Grapple: 1d20 + 9 ⇒ (11) + 9 = 20 <-- Maegge is Grappled.

Party up. Arindale and Glorfin can get to the fight if someone does not block them.
Once again the deadly reptile lands a bite and grasps one of the party members in hits mouth.


Male Human Cleric 3 (FC) AC 20 HP 29/29 F: +5 R: +2 W:+5 Perc: +2

DM Chaos, the no AOO ruling is actually under the grappled condition.
Remember that both creatures gain the condition even though the initiator can release at any time on it's turn. So even if it had 10 tentacles it couldn't AOO anyone while it was grappling someone.

Assumes Ranim starts the buff...

Arindale lumbers straight ahead, calling upon Cayden to help him smash the lizard to pieces along the way!

moringstar atk charge inspire ferosity 1d20 + 3 + 2 + 1 ⇒ (4) + 3 + 2 + 1 = 10 assumin miss even with it having 2 less AC! Glorf, it is up to you!


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Round 1: 15/15 HP, AC 16

Seeing the lizard leap from hiding and strike not one but two of his companions, Glorfin leaps to forthright action as soon as his arms and legs wake up from their relative torpor. He soundlessly surges forth to deliver a heavily weighted overhead blow against the lizard...

Charging Power Attack Warhammer: 1d20 + 4 - 1 + 2 ⇒ (10) + 4 - 1 + 2 = 15 for 1d8 + 3 + 2 ⇒ (5) + 3 + 2 = 10
Straight down two spaces then attack.


HP 25/25; Per +12 (+2 outside); AC 16, Touch 14, Flat 13; Gimpy HP 28/28; Per +6; AC 18, Touch 14, Flat 14

Fort Save DC 14: 1d20 + 4 ⇒ (14) + 4 = 18

Round 2

Grapple to escape: 1d20 - 1 ⇒ (3) - 1 = 2

Maegge struggles in vain to escape the creature's biting grasp!

Status
HP 3 / 9


Dwarf Rogue 3 (hp: 31/31, AC 18, Touch 14, Flat 14, Perception +7 (+9 Traps), Stealth +13)

Round 2

"I dannae think he loiks the taste of dwarf, but he sure seems tae loike yae, Maegge! If yae nae careful, yae're gonnae be the main course! Can yae nae dae something and stop lookin sae useless richt there?! We still hae a battle tae fight!"

Tybek takes his axe and sinks into into the lizard, trying to free the reptile's tongue grip on the halfling.

Battleaxe: 1d20 + 4 ⇒ (15) + 4 = 19 (+3 Str, +1 Inspire Courage)
Damage: 1d8 + 5 ⇒ (6) + 5 = 11 (+3(x1.5) = +4 Str, +1 Inspire Courage)


Arindale charges and with a mighty swing fails to hit anything. However, he is quickly followed by the two dwarves who both land blows causing the lizard to slump to the ground bleeding profusely. This also causes his jaws to release allowing the wee halfling to crawl out from his entrapment.

Combat Over

You have a chest and a dead lizard.


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Glofin waits for Maegge to be free before making sure the danger is ended by crushing the lizard's skull.


Hobbit [hp = 19/22; AC14/T14/ff11; F +1; R+3; W+4 CMD 12]

Braden rushes to check on Maegge as the lizard falls.

"Aridale, get your a$$ over here, Maegge is hurt."

He smiles, less of a smirk than usual and says with almost no hint of sarcasm--"Good job dwarves!"

He motions to the chest--"To the victors belong the spoils!"


Dwarf Rogue 3 (hp: 31/31, AC 18, Touch 14, Flat 14, Perception +7 (+9 Traps), Stealth +13)
Braden wrote:
"Good job dwarves!"

Tybek beams happily at the praise given to him by Braden. "Well thank yae!" he replies. "Noo tae get back tae the job of investigatin this chest. Ahh wonder whit kind o' wee trinket is hidden inside?"

Tybek continues to Search for Traps. If he finds one, he will attempt to disable it. Next, he tries to determine if it is locked. If it is locked, he tries to unlock it.

Perception (Find Traps): 1d20 + 6 ⇒ (8) + 6 = 14

Disable Device: 1d20 + 6 ⇒ (11) + 6 = 17


Male Human Cleric 3 (FC) AC 20 HP 29/29 F: +5 R: +2 W:+5 Perc: +2

He gives Braden a rather indignant look, Before we open anything...

channel positive energy 1d6 ⇒ 3
channel positive energy 1d6 ⇒ 5

How is everyone? Remember, I am the well armored one, maybe it is best for me to get up there and get the monsters attention. Now, let's back off and let Ty do his job.


HP 25/25; Per +12 (+2 outside); AC 16, Touch 14, Flat 13; Gimpy HP 28/28; Per +6; AC 18, Touch 14, Flat 14

Maegge tries to keep his dignity while Braden fusses over him, likely failing. Wiping lizard off himself, he thanks the dwarfs and Arindale with a nod of gratitude, saying "The first round's on me when we get back to town."


The group manages to drag Maegge from the maw of the now deceased lizard. Maegge looks at it and almost feels sorry that such a magnificent beast had to be killed.

I will assume that you healed Maegge away from the barely dead lizard.

Tybek opens the chest and within finds a suit of scale armor, a light crossbow with 24 bolts, and 37 Wolves.

Anyone with ranks in knowledge(nature) give me a roll.


Male Human Cleric 3 (FC) AC 20 HP 29/29 F: +5 R: +2 W:+5 Perc: +2

Arindale has selective channeling so he just excludes the Lizard.


[(HP 20/26 | AC15 T11 FF13 CMD16 | F+2 R+4 W+2 | Inish +1 Per +3 S.M. +5) Female Suli Bard 3

"Hmm, was something there?" The lizard fallen before Ranim was truly aware of the situation.

Bardic Knowledge: 1d20 + 2 ⇒ (5) + 2 = 7


HP 25/25; Per +12 (+2 outside); AC 16, Touch 14, Flat 13; Gimpy HP 28/28; Per +6; AC 18, Touch 14, Flat 14

Knowledge (nature): 1d20 + 7 ⇒ (1) + 7 = 8 Mmmm, nope. Got's nuthin'.


Unless anyone else has nature, let me know what you do in the room.

Part of one wall is collapsed leading out to the swamp and moat beyond. The north side of the room is mostly collapsed and appears to be very unstable.

You have a dead lizard and a chest which I listed the stuff in before.


Male Human Cleric 3 (FC) AC 20 HP 29/29 F: +5 R: +2 W:+5 Perc: +2

Is anything magical in there? Doesn't look so good around here, let's back out carfully and go down?


Dwarf Rogue 3 (hp: 31/31, AC 18, Touch 14, Flat 14, Perception +7 (+9 Traps), Stealth +13)

"Ahh'll add the wolves tae the party drinkin fund. We may be able tae buy a pint wi' it and all all tak a wee nip. Ah'll also tak the crossbow and bolts. If any o' yae want it, yae'll hae tae arm wrestle mae fer it! Finally, that leaves this here suit o' scale mail? Dae any o' yae want tae look and feel loik a fish! Speak up, or it'll gae oot tae the mule fer sellin!"

Next, Tybek will continue his search of the room, looking in particular at the stone work for any evidence of a secret passage or compartment.

Perception: 1d20 + 5 ⇒ (15) + 5 = 20 <--- Kindly add +1 for traps and +1 for stonework.

Chaos, could you post a map of this level and indicate where we saw the stairs or ladder leading down?

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