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

"More bad guys up ahead."

The hobbit smiles.
"We can do this!"


Ok, trying to get things back together. I do not know how you guys do it. These huge battles take way too much time on pbp. Mind you, this is not going to stop me from throwing them at you.

Round 5 - recap
With an ever increasing mass of trained soldiers, or are they bandits? or fanatics?, before the party, the group continues its assault while the not-quite-an-elf continues to soak up damage.

Braden continues to call upon the power of the arcane to bring forth small piles of dust which land rather powerful blows. At the same time, his miniature companion decides that imitation is the best form of flattery and likewise begins to make a creature of earth from the pebbles and stones lying about the passage. Finally the tiny wizard moves forward and throws a bit of butter at the guards causing the sergeant and one guard to slip to the ground.

Braden's team of summoned creatures do not slow their attack and attempt to put a halt to the wall of guards facing them. The runt of a dog barks loudly at the guard before it, but fails to get a bite in before moving back to allow the magically strengthened cleric of brew to step forward. At the same time, the two creatures of the earth move smoothly through the stone walls of the passage and then reappear on the opposite sides of a soldier. The first one lands a massive blow which does not drop the guard, but leaves him badly bleeding and looking as though he just realized that this may not have been the best choice of professions. These thoughts are quickly cut off as the second elemental bludgeons the guard from the back dropping the man like a brick.

Moving forward, Arindale slides in front of the drooling chihuahua and heals the badly wounded paladin while Ranim moves forward watching for a time to join the fray. Finally, the ever grumpy dwarf decides to give up on his beloved axes and instead draws and loads his crossbow.

Reflex-guard2: 1d20 + 1 ⇒ (5) + 1 = 6
Reflex-guard6: 1d20 + 1 ⇒ (20) + 1 = 21
Reflex-sergeant1: 1d20 + 2 ⇒ (12) + 2 = 14

Attack-guard2(from prone) @ Berashel: 1d20 + 3 - 4 ⇒ (5) + 3 - 4 = 4
Damage: 1d8 + 2 ⇒ (6) + 2 = 8

Attack-guard6 @ Elemental 2(AH52): 1d20 + 3 ⇒ (20) + 3 = 23 **HIT**
Damage: 1d8 + 2 ⇒ (5) + 2 = 7

Attack-guard9 @ Elemental 1(AF54): 1d20 + 3 + 2 ⇒ (15) + 3 + 2 = 20 <-- flanking **HIT**
Damage: 1d8 + 2 ⇒ (7) + 2 = 9

Attack-guard11 @ Elemental 1(AF54): 1d20 + 3 + 2 ⇒ (5) + 3 + 2 = 10
Damage: 1d8 + 2 ⇒ (8) + 2 = 10

Attack-sergeant1(from prone) @ Berashel: 1d20 + 5 - 4 ⇒ (16) + 5 - 4 = 17 **HIT**
Damage: 1d8 + 3 ⇒ (2) + 3 = 5

Crit Confirm-guard6 @ Elemental 2(AH52): 1d20 + 3 ⇒ (16) + 3 = 19 **CONFIRM**
Damage: 1d8 + 2 ⇒ (4) + 2 = 6

Attack-bow-leader @ Arindale: 1d20 + 6 ⇒ (1) + 6 = 7
Damage: 1d8 + 3 ⇒ (4) + 3 = 7

Crit-fumble-leader: 1d20 ⇒ 11

Elemental 1(AF54) -- 10 damage
Elemental 2(AH52) -- 13 damage
Berashel -- 5 damage

The guards continue to attack. Despite slipping to the ground, the badly wounded sergeant continues to lead the attack on Berashel, landing a glancing blow. The other guard who fell to the ground is not as accurate and fails to land a blow. Unlike his fallen companions, the guard who managed to maintain his footing turns around, drops his polearm and strikes at the elemental behind him with a longsword landing a serious blow which sends pieces of dirt and mud flying everywhere, but does not manage to destroy the creature of earth.

As the party fights, several more guards appear from somewhere farther in the complex. In addition to the additional guards, a tall dark skinned archer appears and fires an arrow, which was either a very bad shot, or a very unskilled archer, as the arrow flies well wide of its mark striking the roof of the room and then skittering into pieces next to a wall.

The most disconcerting appearance, however, is a tall dark skinned elf that appears and begins to shout commands in a hissing evil tongue that you do not understand. If the man did not exude evil, you would all likely be enthralled by the near perfection of his physique, from the perfectly carved obsidian cheekbones to the chiseled muscular arms.

Battlemap

Party Up
--> Only took about 2 hours to get all that together - there has to be a faster way to do this.


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

"Ahh dannae like the looks o' those dark elves! Mark mae words! This cannas be gud! If yae could work together as a team, mebbae we wid hae a chance tae defeat the pointy eared bastards!"


Male Aasimar (Angelkin) Paladin of Apsu (Oath of Vengeance) 2/Sorcerer (Gold Dragon Bloodline) 1 Hps 31/31 AC 20 FF 19 T 11 CMD 16 Fort +8, Ref +4, Will +8 Init +1 Per +5

Berashel returns the attack back to the one that hit him.

Power Attack with mw Greatsword+Prone+Inspire 1d20 + 6 - 1 + 4 + 1 ⇒ (6) + 6 - 1 + 4 + 1 = 16
Damage 2d6 + 6 + 3 + 1 ⇒ (6, 6) + 6 + 3 + 1 = 22


Berashel swings, Berashel misses. -- would have been nice damage though.


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

DM Chaos, I would be okay without the recap of all of our actions. The descriptions are nice but if by not doing them you can post more I would be good with it.

Arindale strikes out at the one in front of Berashel after he sees he misses

moringstar +1 atk inspire BS Bless prone1d20 + 6 + 1 + 2 + 1 + 4 ⇒ (2) + 6 + 1 + 2 + 1 + 4 = 16 dam 1d8 + 4 + 1 + 2 ⇒ (7) + 4 + 1 + 2 = 14 wow we suck...


Yup, 16 just ain't gonna cut it.

The real problem has just been time. Now that the holidays are done, hopefully I can get back on a more regular schedule.


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

Round 6 Braden
Braden orders his earthen creatures to attack again.
AF-54 steps to AF-53 flanking with Barashel before Barashel acts (+2 may help) vs AG54

AH52--AG52

The elemental flanking with Barashel attacks (different target if Barashel hits) and prone/flanking may not apply Slam/damage: 1d20 + 9 + 1 + 4 + 2 ⇒ (14) + 9 + 1 + 4 + 2 = 301d6 + 9 ⇒ (1) + 9 = 10

The elemental fighting alone attacks the polearmed warrior turned swordsman.
slam/damage: 1d20 + 9 + 1 ⇒ (8) + 9 + 1 = 181d6 + 9 ⇒ (2) + 9 = 11

Braden throws a well-crafted dwarven shovel in the air, regretting the sacrifice of such an expensive toy. It disappears and a pit forms.

Create Pit:

You create a 10-foot-by-10-foot extra-dimensional hole with a depth of 10 feet per two caster levels (maximum 30 feet). You must create the pit on a horizontal surface of sufficient size. Since it extends into another dimension, the pit has no weight and does not otherwise displace the original underlying material. You can create the pit in the deck of a ship as easily as in a dungeon floor or the ground of a forest. Any creature standing in the area where you first conjured the pit must make a Reflex saving throw to avoid falling into it. In addition, the edges of the pit are sloped, and any creature ending its turn on a square adjacent to the pit must make a Reflex saving throw with a +2 bonus to avoid falling into it. Creatures subjected to an effect intended to push them into the pit (such as bull rush) do not get a saving throw to avoid falling in if they are affected by the pushing effect.

Creatures who fall into the pit take falling damage as normal. The pit's coarse stone walls have a Climb DC of 25. When the duration of the spell ends, creatures within the hole rise up with the bottom of the pit until they are standing on the surface over the course of a single round.


Pit forms AC52/AC53/AD52/AD53--REF DC 18 for AC53 to jump out---REF DC 16 for AC51/AE53/AE54 to fall in

Braden's summoned dog awaits to see if an opening appears for a glorious charge through the enemy lines.

Realizing his pit just appeared ahead of Maegge's earth creature, Braden points down the hall.
"Maegge, see if you can get your Terran as far back as you can."

To the others:"We may break off if resistance stiffens."
Suddenly the defense in depth Braden was critical of does not seem so bad now. He was going to be dipping into the scrolls in a bit.


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

Round 6

Tybek takes out his crossbow and loads it while he mumbles something about crowded hallways.

"Ahh cannae stand it when everybody is tryin tae get through the hallway all at the same time! This is worse than tryin tae get a drink at the Maheto Arms when they shoot last call and yae hae tae fight yer way tae the bar jist tae get a pint. Ach!, when Ahh get maeself a place tae live, it'll hae much better hallways than this dungeon! Mebbae if some o' the folks aroond me started tae lose some weight that wid help as well!"


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

Stats:

HP 26/26
AC 15 T11 FF13 CMD16
F/R/W 1/4/2
Bardic Music 3/12
Elemental Assault 0/1
Spells
1st - 1/4
Effects
Inspire Courage

"I'll summon a stonewall to block the rest." Ranim then utters a spell, conjuring the illusion of a stonewall, seeming to shut the others away.

AB51-52 I want to use Silent Image to make the appearance of a stone wall. Will save DC is 14 if they attempt to interact with it. If possible, I'd also like to try bluffing with it, but not sure if allowed. Roll is below.

Bluff: 1d20 + 8 ⇒ (16) + 8 = 24


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

Not a bad ploy, it may at least keep them busy for one round seeing if they can get through it...


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 6

Maegge's call brought forth a small, living collection of rock, pebble, and dust right in the midst of combat. Location (AG,53) With a pummeling fist, it strikes at the bandit/cultist between itself and Arindale.

Attack (slam, flank): 1d20 + 6 + 2 ⇒ (14) + 6 + 2 = 22 Damage: 1d6 + 4 ⇒ (2) + 4 = 6

Maegge backs up his stonefriend by casting Flare on the same enemy.

Enemy in (AF,54) takes 6 damage and has to make a Fort Save DC 14 or have -1 Attack for 1 minute


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

Augment summoning gives stoney +4 STR and while on solid earth (Earth Mastery (Ex)--An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground), striking with a single slam the elementals get 1.5x STR for damage. I think we still have the lingering song for another +1/+1. That is how my elementals are doing +9 damage :-)


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
Braden Montajay wrote:
Augment summoning gives stoney +4 STR and while on solid earth (Earth Mastery (Ex)--An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground), striking with a single slam the elementals get 1.5x STR for damage. I think we still have the lingering song for another +1/+1. That is how my elementals are doing +9 damage :-)

Derp, my bad. Especially in teh work day, too many things going on to remember every nuance!


Round 6 - recap

Seeing no end to the stream of evil warriors, the party ups the ante and begins to use its more powerful magic. Braden directs his stony minions to continue their assault. One strikes the guard still standing while the second clobbers the guard prone on the ground. Both strikes hit causing massive wounds, but not felling either guard.

A moment after the guards are hit, Braden causes a huge pit to open in the floor beneath several of the archers to the north. While one easily jumps out of the way, three others are caught and slide into the pit.

Reflex-Guard 9: 1d20 + 1 ⇒ (18) + 1 = 19 - Save
Reflex-Guard 10: 1d20 + 1 ⇒ (9) + 1 = 10 - Miss -- Damage: 1d6 ⇒ 2
Reflex-Guard 11: 1d20 + 1 ⇒ (4) + 1 = 5 - Miss -- Damage: 1d6 ⇒ 2
Reflex-Guard 12: 1d20 + 1 ⇒ (12) + 1 = 13 - Miss -- Damage: 1d6 ⇒ 6

A moment after the guards are swallowed up by the ground, a wall, or what appears to be a wall, suddenly appears blocking the room to the north.

Seeing the stony monsters move behind the guard before him, Arindale then swings out and strikes the wounded guard on the floor before him, leaving him unmoving and rapidly bleeding out.

Not to be outdone by his companions, Tybek sheaths his axes and draws a trusty crossbow of dwarven make. While the others stand face to face with the enemy, Tybek proceeds to carefully align the string and cock the bow back.

Berashel then swings at the sergeant before him on the ground, but the nimble man manages to easily roll aside and avoid the blow. However, a second later, Maegge calls forth yet another of the stony monsters which immediately lands a punishing blow to the sergeant on the ground sending the man to whatever dark place demonic worshipping souls go.

Seeing an opening, Maegge's puppy squeezes between Arindale and Berashel and snaps at the guard wounded by Braden's second elemental.

Attack-dog@ Guard#6: 1d20 + 4 + 1 + 1 ⇒ (16) + 4 + 1 + 1 = 22
Damage: 1d4 + 3 + 1 ⇒ (4) + 3 + 1 = 8

The bite catches the guard in an unprotected area and easily several a critical artery causing the man to drop to the ground gasping for air as he watches his life blood drain away.

And with that suddenly the party has only one guard standing before them with the illusion blocking to actions in the next room.

Unknown: 1d20 + 5 ⇒ (12) + 5 = 17

However, the revelry is short lived as a second later, the new wall suddenly shimmers for a moment and then simply pops out of existence.

From behind the wall the party sees four men, including the two dark skinned elves. One of the elves appears to be just finishing casting a spell as the wall disappears while the others have bows readied and fire the second the wall is gone.

Attack-Guard 6 - longsword@AF53 elemental: 1d20 + 3 ⇒ (8) + 3 = 11
Damage: 1d8 + 2 ⇒ (7) + 2 = 9

Attack-Guard 8 - heavy crossbow@Berashel: 1d20 + 2 ⇒ (20) + 2 = 22 **HIT**
Damage: 1d10 ⇒ 2

Attack-Sergeant 2 - light crossbow@Berashel: 1d20 + 4 ⇒ (9) + 4 = 13
Damage: 1d8 ⇒ 5

Attack-lieutenant - longbow@Berashel: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 1d8 + 3 + 1 ⇒ (8) + 3 + 1 = 12

Confirm crit: 1d20 + 2 ⇒ (17) + 2 = 19 **HIT**
Damage: 1d10 ⇒ 10

While most of the shots go wide, one large crossbow bolt strikes the celestial elf in the gap between his armor and arm, sinking deep into his chest and causing blood to flow once more. - Berashel - 12 damage.

Battlemap

Party Up


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

Arindale calls upon Cayden to help them with this evil sending out a healing wave that includes the elementals but excludes the seargent and one that the dog just dropped.

channel positive energy 2d6 ⇒ (3, 2) = 5 that sucked, oh well.

Help Berashel some more if you can. Arindale them move up in front of the next guard.

You mate are about to meet my Morningstar...her name is meat-grinder! as he shakes the gore at the evil man's face.


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

Braden gestures and ends the magic grease on the ground std
He mounts his dog in the traditional way, by climbing on.
His huge elemental friend moves to pin the lone guard against the wall and swings. AF53->AE53 attack AE52

hit/damage: 1d20 + 9 + 1 ⇒ (7) + 9 + 1 = 171d6 + 9 ⇒ (3) + 9 = 12
His other elemental charges the enemies approaching.
AG52 to AB51 charging AA51
hit/damage: 1d20 + 9 + 1 + 2 ⇒ (2) + 9 + 1 + 2 = 141d6 + 9 ⇒ (2) + 9 = 11
His summoned dog disappears.


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's Earth-friend attacks the nearest enemy possible,

Attack (slam): 1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 20
Damage: 1d6 + 9 ⇒ (2) + 9 = 11

Meanwhile, Maegge himself casts Guidance on Tybek, figuring the Dwarf needs all the help he can get!

Small Earth Elemental hp 17, AC 17, 1 round remaining


Male Aasimar (Angelkin) Paladin of Apsu (Oath of Vengeance) 2/Sorcerer (Gold Dragon Bloodline) 1 Hps 31/31 AC 20 FF 19 T 11 CMD 16 Fort +8, Ref +4, Will +8 Init +1 Per +5

Berashel gets some healing from Arindale after taking a wound, felling great and ready to attack the guard nearby. Unfortunately Arindale pounces in front of him before getting the chance. So instead he moves towards the large group in back healing himself as he moves.

Lay on Hands: 1d6 ⇒ 5

I think I can get to AC/52 with a double move


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

Round 7 Summons update
Elemental 1(AF53) -- 12/17hp (expires start of next round)
Elemental 2(AB51) -- 9/17hp (expires start of round 9)
Pit expires start of Braden's round 9
Braden on his dog

"My creations are almost done for. If we want to pull back, this is the time!"


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

Round 7

Tybek takes a shot with his crossbow at AD52, but his beard gets caught in the trigger action.

Crossbow: 1d20 + 7 ⇒ (5) + 7 = 12 (+2 BAB, +4 Dex, +1 Guidance)
Damage: 1d8 ⇒ 2

"Ach!! What the de'il am Ahh dae'n firin this contraption fer?! I need tae get mae axe intae the battle!"

Tybek grumbles at the likely miss, but reloads the crossbow anyway.


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

We have them on the run, time to take the fight to them! he says with confidence.


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

Braden speaks in perfect Dwarven.

Dwarven:
"Ty, ambush those guys in the pit, they will pop up in a bit. Put that silly crossbow away and get the magic axe."

"The drinking fund is paying for a boatload of scrolls then."
I think Barashel is running along the left wall to avoid the pit.


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

Conversation with Braden in Dwarven:

Braden wrote:
""Ty, ambush those guys in the pit, they will pop up in a bit. Put that silly crossbow away and get the magic axe."

"Ahh didnae ken that yae spoke mae tongue wid such fluency! Mind yae, yer accent sounds like yer frae foive kingdoms! Ahh can tell yer nae frae Maheto!"


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

Maybe have Ranim move up behind Ber. and drop a CLW on him?
1d8 + 3 ⇒ (3) + 3 = 6 I think that would wrap up our actions.


Round 7 - recap
The party continues to attack the guards, but with most dying or trapped in a pit, there are few options. First, Arindale calls on the aid of Cayden and a moment later the air is once more filled with bubbles and the smell of cheap ale.

Next the ever brave Braden sends his stony warriors forward and together the pair drop the another guard. Maegge tries to do the same thing with his elemental, but having to maneuver around the pit created by Braden causes the elemental to slow such that he is unable to strike his foe. Seeing the elemental move, Berashel attempts the same feat and manages to get past the pit, but remains standing on slippery footing on the cusp of the pit.

Reflex-elemental AB53: 1d20 - 1 + 2 ⇒ (2) - 1 + 2 = 3 vs DC16
Reflex- elemental AB53: 1d20 - 1 + 2 ⇒ (13) - 1 + 2 = 14 vs DC16
Reflex-Berashel: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16 vs DC16

While Berashel manages to barely maintain his footing, the clumsy elementals are not so lucky and slip then topple into the pit.

Falling Damage: 1d6 ⇒ 6 <-- ** damage to elemental 2**
Falling Damage: 1d6 ⇒ 6 <-- ** damage to elemental 1**

Reflex-guard 11: 1d20 + 1 ⇒ (6) + 1 = 7 <-- these guys really suck at saves
Reflex-guard 12: 1d20 + 1 ⇒ (2) + 1 = 3

However, the both elementals land on top of one of the guards trapped in the pit causing damaging the guard and knocking both the elemental and the guard prone.

Damage-guard 11: 1d3 ⇒ 1
Damage-guard 12: 1d3 ⇒ 2

After seeing Berashel almost stumble and the elementals all fall into the pit, Ranim decides to slow her approach to Berashel after realizing that she would be unable to reach the celestial elf at this moment.

Finally, Tybek continues to figure out how a crossbow works. He manages to get a bolt loaded, but before he is able to aim, the weapon discharges firing the bolt across the room to smash into the wall next to Berashel.
__________

Seeing the elementals fall into the pit, the guards within attempt to attack the summoned creatures.

Attack-guard9-@ elemental 1: 1d20 + 3 ⇒ (7) + 3 = 10
Damage: 1d8 + 2 ⇒ (3) + 2 = 5

Attack-guard11-@ elemental 1: 1d20 + 3 - 4 ⇒ (4) + 3 - 4 = 3 <-- prone
Damage: 1d8 + 2 ⇒ (8) + 2 = 10

Attack-guard12-@ elemental 2: 1d20 + 3 - 4 ⇒ (7) + 3 - 4 = 6 <-- prone
Damage: 1d8 + 2 ⇒ (7) + 2 = 9

However, in the now confined area, none of the guards are able to land any strikes.

Finally, the leaders begin to act more seriously. First, one of the dark elves raises his hand and begins to call on whatever horrific entity he worships. A moment later a dark globe surrounds the elf for the briefest of times.

Spellcraft DC18:

He cast Magic Circle against Good.

At the same time, the remaining guard and the sergeant step forward to engage while the other dark elf once more fires his bow.

Attack-guard 8-longsword @Berashel: 1d20 + 3 ⇒ (5) + 3 = 8
Damage: 1d8 + 2 ⇒ (7) + 2 = 9

Attack-sergeant 2-longsword @Berashel: 1d20 + 4 ⇒ (1) + 4 = 5
Damage: 1d8 + 2 ⇒ (2) + 2 = 4

Attack-lieutenant-longbow @Berashel: 1d20 + 7 ⇒ (7) + 7 = 14
Damage: 1d8 + 3 ⇒ (8) + 3 = 11

And fortunately for the party, the god Dicebot was looking down on them this time.

A round with practically no hits by anyone other than Braden's gravel monsters.

Battlemap

Party Up.


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

Round8

Tybek throws his crossbow to the ground and moves to AE53, drawing his axe as he goes.

"Ach! Ahh've never seen such poor workmanship ane a weapon like that piece o' . . ."

When he gets to the pit, he strikes at one of the occupants.

Battleaxe: 1d20 + 4 ⇒ (2) + 4 = 6
Damage: 1d8 + 3 ⇒ (3) + 3 = 6


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

Braden Round 8
Braden watches one elemental disappear.
He advances north five feet to take cover behind the wall and begin casting again, another dimensional portal opens by Barashel.
Full round summons, Monster Summoning 1
The elemental that is prone decides to attack. He is at 3/17hp and disappears as the pit disappears at the start of Braden's Round 9 action
slam/damage: 1d20 + 9 + 1 - 4 + 4 ⇒ (1) + 9 + 1 - 4 + 4 = 111d6 + 9 ⇒ (5) + 9 = 14
Missing wildly, the badly damage creature hangs on to the magical power that summons him, but it can be seen to be waning.
Braden speaks in Dwarven

dwarven:
"The pit is almost gone."


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

Arindale begins to cast enlarge.


Male Aasimar (Angelkin) Paladin of Apsu (Oath of Vengeance) 2/Sorcerer (Gold Dragon Bloodline) 1 Hps 31/31 AC 20 FF 19 T 11 CMD 16 Fort +8, Ref +4, Will +8 Init +1 Per +5

Berashel continues to press the advantage and attacks the sergeant after he steps up.

Power Attack with mw Greatsword 1d20 + 6 - 1 ⇒ (9) + 6 - 1 = 14
Damage 2d6 + 6 + 3 ⇒ (5, 2) + 6 + 3 = 16


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

Stats:

HP 26/26
AC 15 T11 FF13 CMD16
F/R/W 1/4/2
Bardic Music 2/12
Elemental Assault 0/1
Spells
1st - 1/4
Effects
Inspire Courage

Ranim renews her song to inspire the others on, waiting for the pit to vanish to move forward.

Inspire Courage

Spellcraft: 1d20 + 5 ⇒ (6) + 5 = 11


Hmmm, Ranim, why do you have "F/R/W 2/4/2" in your status line? Wouldn't F2/R4/W2 or F+2/R+4/W+2 be just as effective and take the same or less space?

I don't really care, just have never see that format used.


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

When I first started throwing the numbers up there, I did it as Saves x/x/x. But then someone PM'd me and asked which were which. I've always considered F/R/W pretty standard in that order, so I didn't think anything of it. I switched it to F/R/W x/x/x pretty much immediately afterwards. No one's questioned it since. Honestly I probably do it since that's how my mind works whenever I talk about saves with my friends over tabletop. I can see how it could become confusing at times though. I am of course now completely self-conscious of it and will change it, hehe.


As I said, I know what you mean, I had just never seen it done in that particular fashion. I am good either way. I just need to start tossing things at you which require saves (other than Tybek trying to get himself shot/blown up). Of course this usually requires spell casters which so far have been in rather short supply in this campaign. This should change before too long though . . . hehehe.


Male Aasimar (Angelkin) Paladin of Apsu (Oath of Vengeance) 2/Sorcerer (Gold Dragon Bloodline) 1 Hps 31/31 AC 20 FF 19 T 11 CMD 16 Fort +8, Ref +4, Will +8 Init +1 Per +5

Making mental notes on how to throw off Xzaral in my game....;)


That is easy, just point his alchemist in the wrong direction and watch her toss bombs at the wall.


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

Dwarven:

Braden wrote:
"The pit is almost gone."

"Just cause Ahh've got a beard daesnae make me a wizard! Tell me, yae wee scamp, what is gonnae happen tae the buggers when the pit disappears?!"


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 8

"C'mon Gimpy, we need to help!" Maegge exclaimed when he saw one of their enemies was a magician. Moving foward from his current position but still nowhere near the swordfighting, he drew his sling and fired a bullet at the magician in the hope that it could disrupt his spell.

Move to (52,AH), drawing sling as part of the MA.

Attack (sling, soft cover, bard): 1d20 + 6 - 4 + 1 ⇒ (18) + 6 - 4 + 1 = 21
Damage: 1d3 + 1 + 1 ⇒ (3) + 1 + 1 = 5

Meanwhile, in the pitfight, the earth elemental mindlessly attempted to pulverize a cultist.

Attack (slam, bard, prone, target prone): 1d20 + 9 + 1 - 4 + 4 ⇒ (2) + 9 + 1 - 4 + 4 = 12
Damage: 1d6 + 9 ⇒ (2) + 9 = 11


Round 8 - recap
The party continues to attempt to defeat the evil bandits(?) before them. Unfortunately due to a combination of incompetence and half decent armor, none of their blows land.

While the party flails about, the two bandits in the pit swing at the elementals sharing the hole with them and the remaining non-leader bandit pokes his sword at Berashel.

Attack guard 9 @ Berashel: 1d20 + 3 ⇒ (18) + 3 = 21 **HIT**
Damage: 1d8 + 2 ⇒ (3) + 2 = 5

Attack guard 11 @ Maegge Elemental: 1d20 + 3 - 4 ⇒ (13) + 3 - 4 = 12
Damage: 1d8 + 2 ⇒ (1) + 2 = 3

Attack guard 12 @ Maegge Elemental: 1d20 + 3 - 4 ⇒ (16) + 3 - 4 = 15
Damage: 1d8 + 2 ⇒ (2) + 2 = 4

While the bandits in the pit narrowly miss the elementals, Berashel is not so lucky, taking a glancing blow which leaves a nasty laceration on his arm.

Seeing the not-quite-an-elf bleeding once more, the remaining sergeant makes a great overhand swing hoping to remove the paladin's head from his neck.

Attack sergeant 2 @ Berashel: 1d20 + 4 ⇒ (19) + 4 = 23 **HIT**
Damage: 1d8 + 2 ⇒ (1) + 2 = 3

Crit Confirm: 1d20 + 4 ⇒ (13) + 4 = 17 **CONFIRM**
Damage: 1d8 + 2 ⇒ (7) + 2 = 9

The tall dark elf in the rear once more draws back his massive bow and fires at Berashel, from near point blank range.

Attack lieutenant @ Berashel: 1d20 + 7 ⇒ (12) + 7 = 19 **HIT**
Damage: 1d8 + 4 ⇒ (1) + 4 = 5

While the forward charging celestial elf is slowly disemboweled, the other dark elf once more raises his hands and speaks in the hissing vile tongue that he has been using.

Spellcraft 17:

He is casting Bane.

Everyone, including summoned monsters, need to make a DC 16 Will save or take -1 attack and -1 saves for the remainder of the battle.

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

Round 9

Stats:

HP 26/26
AC 15 T11 FF13 CMD16
F/R/W 2/4/2
Bardic Music 2/12
Elemental Assault 0/1
Spells
1st - 1/4
Effects
Inspire Courage
Bane

Spellcraft: 1d20 + 5 ⇒ (18) + 5 = 23
Will Save: 1d20 + 2 ⇒ (4) + 2 = 6

Ranim attempts to cloud the mind of one of the foes attacking Berashel.

Cast Daze on the seargent, DC 14 will


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

Bless is up so it just counter it if you fail your save.

Willpower Save 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27 bah...needed that for my attack!

Berashel, move back towards us! Braden, move your dog up.

As the pit expires this round and the dog moves up to attack the people that have just risen, Arindale grows to 12 feet in height, a giant among men. He brings his giant morningstar down onto one of the men in his way in ombat with the elementals.

moringstar +1 atk inspire BS Bless enlarge flank1d20 + 6 + 1 + 2 + 1 + 1 - 1 + 2 ⇒ (6) + 6 + 1 + 2 + 1 + 1 - 1 + 2 = 18 dam 2d6 + 4 + 1 + 2 + 1 ⇒ (2, 4) + 4 + 1 + 2 + 1 = 14

Elves of Darkness, I come for you! he booms.


Arindale, let me know which one you are attacking. #8 appears uninjured, #11 has some scratches. #12 some minor injuries. None appear badly hurt yet.


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 9

With a burst of pebbles and stones, Maegge's earth elemental's summoning energy dissipates.

Maegge Will Save vs DC 16: 1d20 + 8 ⇒ (13) + 8 = 21 +2 vs. Fear
Gimpy Will Save vs DC 16: 1d20 + 3 ⇒ (1) + 3 = 4

Feeling the enemy's magic spell wash over him, Maegge resists its foul influence. He then casts Magic Stone on a handful of his sling bullets.


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

I can't view the numbers but it would have to be one in the first row from Arindale as I can't reach the others without crowding with Ty. The one that looks the worst hurt.


Male Aasimar (Angelkin) Paladin of Apsu (Oath of Vengeance) 2/Sorcerer (Gold Dragon Bloodline) 1 Hps 31/31 AC 20 FF 19 T 11 CMD 16 Fort +8, Ref +4, Will +8 Init +1 Per +5

Lay on Hands 1d6 ⇒ 2

Berashel uses lay on hands before withdrawing back as far as he can AG/51?


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

Round 9
Will Braden/Dworkin: 1d20 + 4 ⇒ (19) + 4 = 231d20 + 1 ⇒ (3) + 1 = 4
The last elemental leaves. Braden's celestial dog forms and rushes to take the halfelf's spot in the line and smites the sergeant.
hit/damage: 1d20 + 3 + 1 ⇒ (14) + 3 + 1 = 181d4 + 3 + 1 + 1 ⇒ (2) + 3 + 1 + 1 = 7

Braden sends Dworkin to charge the closest enemy out of the pit.
hit/damage/trip?: 1d20 + 3 ⇒ (16) + 3 = 191d6 + 3 ⇒ (1) + 3 = 41d20 + 3 ⇒ (8) + 3 = 11
Braden waits for the pretty dark skinned elf and readies a spell. As soon as he acts, Braden fires two magic bolts if he casts.
magic missile: 2d4 + 2 ⇒ (1, 1) + 2 = 4
If the boss doesn't cast, he hits the sergeant.


Tybek, you going to miss anyone this round?


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
DM Chaos wrote:
Tybek, you going to miss anyone this round?

I'd laugh, but my results haven't been much different than his!


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

Sorry for the delay. Today was ski day at school and I've been on the slopes all day. Now I'm stuck in a meeting at work and I'm still not home yet.

Round 9

Tybek attacks the closest fiend that he can reach.

Battleaxe: 1d20 + 6 ⇒ (18) + 6 = 24
Damage: 1d8 + 3 ⇒ (5) + 3 = 8

I'm not clear how deep the pit is, who is in the pit, and if Tybek can reach and/or attack them.


Round 9
With its resources being quickly depleted, and the enemies likewise appearing to be diminished, the party continues to attempt to press its advantage.

Ranim once more begins to sing, this time of cheerful birds playing in the springtime. This is followed a moment later by Berashel fleeing back from his created front and hiding behind the cheerful bard.

Suddenly, Braden's pit begins to shrink and those stuck within rise up with surprised looks on their faces as Maegge and Braden's summoned elementals suddenly blink out of existence.

Having gotten fed up with his defective bow, Tybek steps to the side to make way for the rapidly growing cleric behind him, and then swings his axe taking a large piece of flesh out of the bandits as the pit rises.

A moment later, Braden's trusty dog Dworkin leaps forth and takes another bite out of the bandit just hit by Tybek.

After releasing his dog to do the fighting for him, Braden completes another spell and another yipping chihuahua appears. However, it cannot make it to the spot intended by Braden, and instead appears slightly closer. Unable to get to the intended target, it turns about and also takes a bite at the ankle of the bandit wounded by Tybek and Dworkin. With a groan the bandit finally falls to the ground.

Not to be outdone by his grumpy dwarven friend, Arindale steps forth in his new and larger form. Arindale than swings his giant morningstar at the most injured looking recently-risen-from-a-pit bandit and with an impact like a sledgehammer on stone, crushes the man's helmet dropping him to the ground.

Finally, the hobbit druid, unsure what else to do with all the big boys blocking the way forth, calls on the power of nature while playing with several small pebbles.
-------

Seeing the elfish paladin retreating, the dark elf caster once more begins to call upon the power of his dark lord. As he reaches for the unholy symbol around his neck, two darts of pure force spring forth from Braden's fingers shooting straight at the priest's head. However, a moment before they strike him, they are redirected and sucked into a brooch fastened to the dark elf's cloak. As he sees this, he finishes his prayer and a bolt of pure darkness shoots from his unholy symbol striking Berashel in his chest. The darkness immediately begins to corrupt the paladin's physical form causing wounds to fester and old scars to reopen.

Spellcraft DC19:

He cast Dread Bolt.

Attack-ranged touch @ Berashel: 1d20 + 6 ⇒ (10) + 6 = 16 **HIT**
Damage: 5d6 ⇒ (4, 5, 3, 3, 4) = 19 + Sickened for 1 round <-- DC17 Will for 1/2 damage and not sickened
**I believe you are at -8hp unless the save is made.**

As he does this he laughs once more and with a heavy drowish accent cackles:
Your petty gods are no match for the Lord of the Locust Host.

While he does this, the sergeant and a bandit step forward as one and attack Braden's chihuahua while the other dark elf continues firing arrows, this time at the blustery dwarf.

Attack-guard 8 @ summoned chihuahua: 1d20 + 3 + 2 ⇒ (6) + 3 + 2 = 11
Damage: 1d8 + 2 ⇒ (7) + 2 = 9

Attack-sergeant @ summoned chihuahua: 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 13
Damage: 1d8 + 2 ⇒ (6) + 2 = 8

Amazingly, the nimble miniature dog manages to avoid both blows which sail harmlessly over its scrawny body.

Next, the recently-raised-from-the-pit guard once more swings at the giant cleric hoping to deal some damage.

Attack-guard 11 @ Arindale: 1d20 + 3 + 2 ⇒ (15) + 3 + 2 = 20 **HIT**
Damage: 1d8 + 2 ⇒ (8) + 2 = 10

Perhaps emboldened by his lord's bravado, he manages to land a solid blow drawing blood from the cleric.

Attack-lieutenant @ Tybek: 1d20 + 7 ⇒ (20) + 7 = 27 **HIT**
Damage: 1d8 + 4 ⇒ (1) + 4 = 5

Confirm crit: 1d20 + 7 ⇒ (3) + 7 = 10 **not confirmed**
Damage: 2d8 + 8 ⇒ (8, 4) + 8 = 20 [ooc]<-- boy are you lucky

The lieutenant's arrow finds a critical spot beneath Tybek's arm, fortunately for the dwarf, the arrow does not have sufficient force to pierce deeply enough to cause great harm.

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