DM Jesse's Temple of Elemental Evil PbP, Pathfinder style

Game Master Jesse Heinig

Current map: The Temple of Elemental Evil (dungeon level 1)

Campaign document

Swag bag

Current Party XP Total: 7,560


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Male Dragon - AC: 22 (17 TCH, 17 FF); SR: 13; Init: +8; CMB: +7 CMD: 16; F:+5* R:+11* W:+8*; HP:44/44; Perception +12*; (60’ Darkvision)

Zinnath fires at the same gnoll as SK (if it is still up), otherwise, he fires at the other one.

Ray of Cold To Hit: 1d20 + 8 + 1 ⇒ (7) + 8 + 1 = 16 vs touch
Ray of Cold Damage: 1d6 + 1 ⇒ (5) + 1 = 6


Campaign maps: Jade Regent | Kingmaker | The Temple of Elemental Evil

Botting Fezzik: 1d20 + 8 ⇒ (3) + 8 = 11

Neither Domeric nor Fezzik have much luck pushing against the remaining gnolls. Zinnath manages to land a shot, injuring the one fighting Domeric.

The swath of carnage proves too much for the gnolls. The one fighting Domeric throws down its weapon, followed by the one facing Tronar, and lastly the one by the huge multiple-crossbow weapon slinks back against the wall, paws in the air.

Three gnolls remain; their morale has broken and they are surrendering. Anyone speak gnoll?


Female Human Cleric 3 (Pelor) | hp 24/24 | AC 20, t 12, ff 18 | Fort +5, Ref +4, Will +6 | Init +2 | Perc +2 | Channel Pos. 5/7 | Touch of Glory 5/5 | PoP 1/1
DM Jesse Heinig wrote:
Anyone speak gnoll?

Gno, I do gnot. :)

Silver Crusade

Male Human Paladin 2/Bloodrager 1 (AC: 23 [T: 23 FF: 10] | HP: 31/31 (0NL) F+9, R+3, W+5) | Init: +1 |Perc: +7) Bloodrage: 6/6 LoH: 3/3

Well that sucks... I can't kill them, but I can't let them leave...

laughs at bat's gnoing gnuttin'

Shrugging he tries anyways What are you doing here? If we let you go, will you just attack again?


Campaign maps: Jade Regent | Kingmaker | The Temple of Elemental Evil

The gnoll tilts its head at Domeric, growls, and snarls.

I'm sure Zinnath will chime in a moment to employ some telepathy, eh?


Character Sheet High Elf Order of Scribes Wizard 6 | HP 21/32 | AC 13 (16 - Mage Armor) | Initiative +3 | Passive Perception 14| Saves: Str -1, Dex +3, Con +1, Int +7, Wis +4, Cha +0 | Conditions: None | Spell Slots: 1st - 3/4, 2nd - 1/3, 3rd - 2/3

Avendryl stands by, blade in hand, ready for if this devolves back into combat.


Male Dragon - AC: 22 (17 TCH, 17 FF); SR: 13; Init: +8; CMB: +7 CMD: 16; F:+5* R:+11* W:+8*; HP:44/44; Perception +12*; (60’ Darkvision)

Telepathy would only help if we share a language, right? Common, Draconic, Elven, or Sylvan?


Campaign maps: Jade Regent | Kingmaker | The Temple of Elemental Evil

Sadly the universal monster rules are unclear. It says can communicate with anyone that has a language but doesn't specify if that means communication is possible even if you don't have languages in common. I'm gonna say no dice.

You don't seem to have any languages in common with the gnolls, who whine, keep their snouts down, and look about furtively.


Character Sheet High Elf Order of Scribes Wizard 6 | HP 21/32 | AC 13 (16 - Mage Armor) | Initiative +3 | Passive Perception 14| Saves: Str -1, Dex +3, Con +1, Int +7, Wis +4, Cha +0 | Conditions: None | Spell Slots: 1st - 3/4, 2nd - 1/3, 3rd - 2/3

"What do we want to do with these guys?" Avendryl asks.

"They look timid and defeated now, but just a few seconds ago they were trying to kill us, and I'm not convinced that they wouldn't give it another go given the opportunity."


Male Dragon - AC: 22 (17 TCH, 17 FF); SR: 13; Init: +8; CMB: +7 CMD: 16; F:+5* R:+11* W:+8*; HP:44/44; Perception +12*; (60’ Darkvision)

"Creatures of their ilk are often want to follow dragons in our conquests!"

Silver Crusade

Male Human Paladin 2/Bloodrager 1 (AC: 23 [T: 23 FF: 10] | HP: 31/31 (0NL) F+9, R+3, W+5) | Init: +1 |Perc: +7) Bloodrage: 6/6 LoH: 3/3

Not going to kill them in cold blood. he says as he frowns And can't let them loose upon unsuspecting populace.

Turns to the dragon and thinks How long would it take for you to fly back to town and get some solidery or our mercs to take these fellows somewhere?


Male Dragon - AC: 22 (17 TCH, 17 FF); SR: 13; Init: +8; CMB: +7 CMD: 16; F:+5* R:+11* W:+8*; HP:44/44; Perception +12*; (60’ Darkvision)

"It might take me a while, if I get lost, or distracted!"

Silver Crusade

Male Human Paladin 2/Bloodrager 1 (AC: 23 [T: 23 FF: 10] | HP: 31/31 (0NL) F+9, R+3, W+5) | Init: +1 |Perc: +7) Bloodrage: 6/6 LoH: 3/3

Does your magic allow you to send them elsewhere?


Male Dragon - AC: 22 (17 TCH, 17 FF); SR: 13; Init: +8; CMB: +7 CMD: 16; F:+5* R:+11* W:+8*; HP:44/44; Perception +12*; (60’ Darkvision)

”Someday, but my magic is not yet powerful enough for that.”


Campaign maps: Jade Regent | Kingmaker | The Temple of Elemental Evil

Nulb is close by, Hommlet further. You've already found plenty of rooms where you might be able to temporarily detain them while you work out the details - assuming nobody else comes by and lets them out. They would need some food and water if you want to keep them captive for a while, of course.

Silver Crusade

Male Human Paladin 2/Bloodrager 1 (AC: 23 [T: 23 FF: 10] | HP: 31/31 (0NL) F+9, R+3, W+5) | Init: +1 |Perc: +7) Bloodrage: 6/6 LoH: 3/3

do we know where there is any handy water? frankly there is plenty of food... fresh bugbear and gnoll meat.


Campaign maps: Jade Regent | Kingmaker | The Temple of Elemental Evil

Ewww

This room, per its earlier description, has a small wall font that is still trickling with some sulfurous-smelling water. Probably not great, but maybe survivable?


Female Human Cleric 3 (Pelor) | hp 24/24 | AC 20, t 12, ff 18 | Fort +5, Ref +4, Will +6 | Init +2 | Perc +2 | Channel Pos. 5/7 | Touch of Glory 5/5 | PoP 1/1

Bataleigha scratches her head and inadvertently activates some dormant brain cells.

"Hey--I've got create water prepared!" she gushes suddenly. After emptying the wall font, she casts the spell as many times as it takes to fill it. "You're welcome!" she says to the gnolls.

Sorry, all. I really didn't think Bat had that cantrip prepared (mainly because she's not a pirate or in some desert).


Campaign maps: Jade Regent | Kingmaker | The Temple of Elemental Evil

The gnolls, hunched and watching suspiciously, stay in the corner.

Moving on...

You take steps to shut the room so that you can leave the gnolls stuck inside while you figure out what to do. You hear them whining from the inside and some banging, but eventually it ceases. Either they don't care that they're trapped, or they expect someone else to come along and free them.

Do you want to dismantle the quadruple crossbow so it can't be used later? If someone can hit Knowledge (engineering) DC 15 you could remove it and take it with you, or Disable Device DC 10 to make it unusable (or just smash it with Bat's mace a lot ). Also, do you want to go back the way you came, or out to the east?


Character Sheet High Elf Order of Scribes Wizard 6 | HP 21/32 | AC 13 (16 - Mage Armor) | Initiative +3 | Passive Perception 14| Saves: Str -1, Dex +3, Con +1, Int +7, Wis +4, Cha +0 | Conditions: None | Spell Slots: 1st - 3/4, 2nd - 1/3, 3rd - 2/3

Avendryl rubs his chin as he looks at the quadruple crossbow. "That's neat. I wonder if we could take that with us..." he muses mostly to himself.

Knowledge (Engineering) DC 15: 1d20 + 2 ⇒ (10) + 2 = 12

"Nope that doesn't seem to be working. You folks want me to disable it so that it can't be used anymore. That I'm pretty sure I could do pretty easily."

Avendryl can auto succeed the Disable Device check it we choose to go that route.


Female Human Cleric 3 (Pelor) | hp 24/24 | AC 20, t 12, ff 18 | Fort +5, Ref +4, Will +6 | Init +2 | Perc +2 | Channel Pos. 5/7 | Touch of Glory 5/5 | PoP 1/1

"Dismantling it would probably be for the best," Bataleigha opines.

And Bat'll vote for heading east.


Male Dragon - AC: 22 (17 TCH, 17 FF); SR: 13; Init: +8; CMB: +7 CMD: 16; F:+5* R:+11* W:+8*; HP:44/44; Perception +12*; (60’ Darkvision)

”I can break it if desired.


Campaign maps: Jade Regent | Kingmaker | The Temple of Elemental Evil

Bat peeks out the eastern door; it enters a south-heading hallway with another door on the side across from it. There is a small slit in the wall on the north side so that the quadruple crossbow has a lane of fire down the hallway.


Male Half-Orc Arcanist 13 (AC: 16 (20 Shield) (21 haste) [T: 12 FF: 14]) | HP: 122/122 | F+13, R+11(+12), W+13 | Init: +3 | Perc: +13 | 130’ Darkvision

Tronar attempts to take a look at the crossbow to learn its secrets.

Knowledge (engineering): 1d20 + 8 ⇒ (2) + 8 = 10

"It would take more skill than what I can muster to dismantle it."

Agree to head east

Silver Crusade

Male Human Paladin 2/Bloodrager 1 (AC: 23 [T: 23 FF: 10] | HP: 31/31 (0NL) F+9, R+3, W+5) | Init: +1 |Perc: +7) Bloodrage: 6/6 LoH: 3/3

Well then lets leave it for now... maybe it will be useful for us in the future

Silver Crusade

Male Human Paladin 2/Bloodrager 1 (AC: 23 [T: 23 FF: 10] | HP: 31/31 (0NL) F+9, R+3, W+5) | Init: +1 |Perc: +7) Bloodrage: 6/6 LoH: 3/3

Joins Bat the door, first listening then asking Heironeous to give him guidance if evil lurks beyond. Then does the same going south.

perception: 1d20 + 7 ⇒ (2) + 7 = 9
detect evil


Campaign maps: Jade Regent | Kingmaker | The Temple of Elemental Evil

Avendryl disables the quadruple crossbow for now, so that the gnolls don't get any funny ideas about using it against you when you return. He fastens the door behind you so that the gnolls can't get out of the room.

Domeric sweeps the area with his honed paladin's senses but does not sense any strong supernatural evil - nothing more than the residue of the temple itself.

The door across the hallway is a stout door just like the one to the room with the gnolls; the hallway heading south goes to a split that heads east and west.

Door or hall?


Character Sheet High Elf Order of Scribes Wizard 6 | HP 21/32 | AC 13 (16 - Mage Armor) | Initiative +3 | Passive Perception 14| Saves: Str -1, Dex +3, Con +1, Int +7, Wis +4, Cha +0 | Conditions: None | Spell Slots: 1st - 3/4, 2nd - 1/3, 3rd - 2/3

Avendryl walks up to the door. "No sense in leaving a potential enemy behind us...or any treasure for that matter." he says, listening at the door while he searches it for traps.

Take 20 for 29 vs. traps.


Campaign maps: Jade Regent | Kingmaker | The Temple of Elemental Evil

Avendryl:
No signs of traps... but you hear the barest sound of some metal-on-metal shifting behind the door. Like someone standing guard. Someone who maybe heard your noisy altercation with the gnolls and is very quietly waiting to see if you're headed here next.


Character Sheet High Elf Order of Scribes Wizard 6 | HP 21/32 | AC 13 (16 - Mage Armor) | Initiative +3 | Passive Perception 14| Saves: Str -1, Dex +3, Con +1, Int +7, Wis +4, Cha +0 | Conditions: None | Spell Slots: 1st - 3/4, 2nd - 1/3, 3rd - 2/3

Quietly, Avendryl does his best to get the attention of his companions. "Psst...sounds like there's someone behind the door."


Female Human Cleric 3 (Pelor) | hp 24/24 | AC 20, t 12, ff 18 | Fort +5, Ref +4, Will +6 | Init +2 | Perc +2 | Channel Pos. 5/7 | Touch of Glory 5/5 | PoP 1/1

Grinning, Bat tries her best to use universal sign language to relay to Fezzik: I'll open the door; you hack whatever's on the other side in two. When the big guy's ready, Bat tries to open the door.

For the sake of potential comedic miscommunication, lemme roll a Bluff check to pass a secret message.

Bluff: 1d20 + 2 ⇒ (12) + 2 = 14


Lg Half-Ogre Fighter 3 HP 34/34 | AC 17 T 11 FF 15 | F +7 R +4 W +5 | CMB +8 CMD 19 | Speed 30ft Init +4 Perc +4 Darkvision 60'

Sense motive: 1d20 - 1 ⇒ (13) - 1 = 12

Fezzik nods to Avendryl and looks at Bat, trying to figure out what she is trying to mime. Shrugging his shoulders in indifference, he grips his great sword in anticipation of entering the room and silencing whatever is in there. He looks at the other two, waiting for one of them to open the door.

Silver Crusade

Male Human Paladin 2/Bloodrager 1 (AC: 23 [T: 23 FF: 10] | HP: 31/31 (0NL) F+9, R+3, W+5) | Init: +1 |Perc: +7) Bloodrage: 6/6 LoH: 3/3

Move up towards the door.


Male Dragon - AC: 22 (17 TCH, 17 FF); SR: 13; Init: +8; CMB: +7 CMD: 16; F:+5* R:+11* W:+8*; HP:44/44; Perception +12*; (60’ Darkvision)

Zinnath plops down on Fezzik’s shoulder and waits to see what is behind the door!


Campaign maps: Jade Regent | Kingmaker | The Temple of Elemental Evil

Everyone stands around waiting for someone else to open the door.

Eventually that becomes boring.

Wandering monster: 1d100 ⇒ 21

Nobody answers from the other side, nor does anyone come exploring to find you or figure out what happened to the gnolls, after ten minutes.

Tick tock!


Character Sheet High Elf Order of Scribes Wizard 6 | HP 21/32 | AC 13 (16 - Mage Armor) | Initiative +3 | Passive Perception 14| Saves: Str -1, Dex +3, Con +1, Int +7, Wis +4, Cha +0 | Conditions: None | Spell Slots: 1st - 3/4, 2nd - 1/3, 3rd - 2/3

Bat said she tried to open the door in her last post.


Campaign maps: Jade Regent | Kingmaker | The Temple of Elemental Evil

For some reason (or perhaps no reason at all) I read it as her waiting for Fezzik to open the door.

Bat must shove the door hard twice before it opens.

(129)

This 20' square room was obviously a guard room. Racks for weapons still remain on the eastern wall. A table with 4 chairs takes up the northwest corner. A water barrel, nearly full, stands beside the west door, with a bundle of ten torches beside it. A single torch burns on the south wall. Two candles light the table. Some rectangular bone markers are on the table, by a jug and several ceramic mugs. Several pegs and hooks on the south wall hold old brown cloaks, a leather bag, and a shortbow with a quiver of five arrows.

Several human guards occupy a hallway that exits the far side of the room. They've obviously been waiting for you. They wear mail armor and brown surcoats, with shields covered in brown leather and bearing a black triangular boss. (The black triangle is also sewn onto their surcoats.)

The guard at the near end of the hall (closest to you) is kneeling and bears a loaded heavy crossbow. The guard standing behind him likewise bears a crossbow. Further back in the hall you can hear the rustling of arms and armor and the exhortation:

"Fell the intruders!"

Behind the DM Screen:

Initiative: Avendryl: 1d20 + 3 ⇒ (17) + 3 = 20
Initiative: Bataleigha: 1d20 + 2 ⇒ (14) + 2 = 16
Initiative: Domeric: 1d20 + 1 ⇒ (5) + 1 = 6
Initiative: Fezzik: 1d20 + 4 ⇒ (17) + 4 = 21
Initiative: Tronar: 1d20 + 3 ⇒ (19) + 3 = 22
Initiative: Zinnath: 1d20 + 8 ⇒ (13) + 8 = 21

Initiative: Guards: 1d20 + 1 ⇒ (5) + 1 = 6

ROUND 1
In a freak of the dice, everyone in the party goes before the temple guards.
Party <--
Guards


Male Dragon - AC: 22 (17 TCH, 17 FF); SR: 13; Init: +8; CMB: +7 CMD: 16; F:+5* R:+11* W:+8*; HP:44/44; Perception +12*; (60’ Darkvision)

Zinnath casts improved invisibility on himself and flies up into the room, at least 15’ If there’s that much room.

Stealth: 1d20 + 17 + 20 ⇒ (4) + 17 + 20 = 41

Allies ”I’m inside and high up guys, don’t blast me please!”


Character Sheet High Elf Order of Scribes Wizard 6 | HP 21/32 | AC 13 (16 - Mage Armor) | Initiative +3 | Passive Perception 14| Saves: Str -1, Dex +3, Con +1, Int +7, Wis +4, Cha +0 | Conditions: None | Spell Slots: 1st - 3/4, 2nd - 1/3, 3rd - 2/3

Avendryl moves into the room, sticking along the wall to make room for his more martially inclined companions. Once in position, he fires an arrow at the lead guard.

Shortbow: 1d20 + 6 + 1 ⇒ (7) + 6 + 1 = 14 (PBS vs. FF AC)
Damage: 1d6 + 1 + 1d6 ⇒ (1) + 1 + (2) = 4 (PBS, Sneak Attack)


Female Human Cleric 3 (Pelor) | hp 24/24 | AC 20, t 12, ff 18 | Fort +5, Ref +4, Will +6 | Init +2 | Perc +2 | Channel Pos. 5/7 | Touch of Glory 5/5 | PoP 1/1

Seeing how cramped the area beyond the door is (or will be, once Fezzik enters), Bataleigha opts to hang back and buff the big battler for now. (Casting guidance on Fezzik.)


Lg Half-Ogre Fighter 3 HP 34/34 | AC 17 T 11 FF 15 | F +7 R +4 W +5 | CMB +8 CMD 19 | Speed 30ft Init +4 Perc +4 Darkvision 60'

Fezzik steps into the room, scanning it quickly to find a target. He grins then steps up to the nearest guard and takes a mighty swing with his great sword.

Attack(PA): 1d20 + 8 - 1 + 1 ⇒ (14) + 8 - 1 + 1 = 22
Damage: 3d6 + 7 + 3 ⇒ (5, 2, 4) + 7 + 3 = 21


Male Dragon - AC: 22 (17 TCH, 17 FF); SR: 13; Init: +8; CMB: +7 CMD: 16; F:+5* R:+11* W:+8*; HP:44/44; Perception +12*; (60’ Darkvision)

Zinnath watches the hapless opponent get smashed by Fezzik, ”Well done big guy!”


Male Half-Orc Arcanist 13 (AC: 16 (20 Shield) (21 haste) [T: 12 FF: 14]) | HP: 122/122 | F+13, R+11(+12), W+13 | Init: +3 | Perc: +13 | 130’ Darkvision

Seeing that there is a nice bottleneck blocked by Fezzik, Tronar steps forward with his Longspear and readies to attack anyone that comes within reach.

presume Fezzik gives cover

readied attack:
Longspear to hit: 1d20 + 1 - 4 ⇒ (7) + 1 - 4 = 4 10'reach
Longspear Damage: 1d8 ⇒ 2

Silver Crusade

Male Human Paladin 2/Bloodrager 1 (AC: 23 [T: 23 FF: 10] | HP: 31/31 (0NL) F+9, R+3, W+5) | Init: +1 |Perc: +7) Bloodrage: 6/6 LoH: 3/3

Readies sword and shield and moves up past Fezzik who has reach, yay.

double move


Campaign maps: Jade Regent | Kingmaker | The Temple of Elemental Evil

Avendryl's arrow sticks in the armor of one of the guards, while Fezzik moves up and simply splatters the kneeling man in front, separating his arms from his body at the shoulders with a twisting, descending chop. The man falls forward, instantly dead.

The rest of the team waits...

Behind the DM Screen:

Heavy crossbow attack: 1d20 + 3 ⇒ (15) + 3 = 18

Fezzik AoO: 1d20 + 8 - 1 ⇒ (12) + 8 - 1 = 19
Fezzik AoO: 1d20 + 8 - 1 ⇒ (17) + 8 - 1 = 24
Fezzik AoO damage: 3d6 + 7 + 3 ⇒ (5, 6, 1) + 7 + 3 = 22

A crossbow bolt (fired by #2) hits Domeric's shield at an angle and deflects off.

Guards in back (#3, #4, and #5) advance cautiously, keeping their shields up for defense. In spite of their attempts at total defense, Fezzik shatters one of them (#3) with a heavy blow as he closes in and sends him to a heap on the ground next to his friend. Fezzik's stab at his compatriot deflects off his shield, though.

The guard moving up to engage with Domeric also stays on defense to get in close as Tronar attacks with his spear, but fails to connect.

You hear more guards approaching from the slanted hallway above and more shouting.

Party up! The guards used Total Defense while advancing to improve their chances to get close to Fezzik.


Male Dragon - AC: 22 (17 TCH, 17 FF); SR: 13; Init: +8; CMB: +7 CMD: 16; F:+5* R:+11* W:+8*; HP:44/44; Perception +12*; (60’ Darkvision)

Zinnath flies down the corridor, and fires a ray of cold at the guard just below him and to the west...

Ray of Cold To Hit: 1d20 + 8 ⇒ (18) + 8 = 26 vs flat footed touch
Ray of Cold Damage: 1d6 + 1d6 ⇒ (3) + (5) = 8

Silver Crusade

Male Human Paladin 2/Bloodrager 1 (AC: 23 [T: 23 FF: 10] | HP: 31/31 (0NL) F+9, R+3, W+5) | Init: +1 |Perc: +7) Bloodrage: 6/6 LoH: 3/3

holy rages... cuz why not!!
Swings his sword at the nearest one in a holy fury at humans guarding this temple of evil!

power attack, rage: 1d20 + 7 - 1 + 2 ⇒ (19) + 7 - 1 + 2 = 27
damage, rage: 1d8 + 3 + 2 ⇒ (4) + 3 + 2 = 9

Silver Crusade

Male Human Paladin 2/Bloodrager 1 (AC: 23 [T: 23 FF: 10] | HP: 31/31 (0NL) F+9, R+3, W+5) | Init: +1 |Perc: +7) Bloodrage: 6/6 LoH: 3/3

ooo, potential crit...

power attack, rage: 1d20 + 7 - 1 + 2 ⇒ (7) + 7 - 1 + 2 = 15
damage, rage: 1d8 + 3 + 2 ⇒ (5) + 3 + 2 = 10

Silver Crusade

Male Human Paladin 2/Bloodrager 1 (AC: 23 [T: 23 FF: 10] | HP: 31/31 (0NL) F+9, R+3, W+5) | Init: +1 |Perc: +7) Bloodrage: 6/6 LoH: 3/3

oops forgot furious focus... so it'd be a 28, and 16 to hit.. wow, need to update my dice roll options, +8 intsetad of +7 on to hit.. so it'd be 29 and 17.


Male Half-Orc Arcanist 13 (AC: 16 (20 Shield) (21 haste) [T: 12 FF: 14]) | HP: 122/122 | F+13, R+11(+12), W+13 | Init: +3 | Perc: +13 | 130’ Darkvision

Tronar steps forward and pokes the nearest guard.

Longspear to hit: 1d20 + 1 ⇒ (13) + 1 = 14 10'reach
Longspear Damage: 1d8 ⇒ 5

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