Temple of Elemental Evil (Inactive)

Game Master Thomi Gallowshade

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


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Grand Lodge

Elf Barbarian | lvl 6 | 59/59 HP | +6\+5\+2(+3 vs enchant) | AC 19 | T 14 | FF 11 | +3 Init | Perc +10|
Tracked:
Rage 13/13

Moving to F12 and swinging at the overgrown gecko,
"Filth flarn filth!"

Attack: 1d20 + 5 ⇒ (10) + 5 = 15Dmg: 1d10 + 3 ⇒ (5) + 3 = 8


Male Human (Ulfen) Fighter 2/Ranger 1 HP 16/30 | AC19 T13 FF16 | CMD19 | F+6 R+4 W+3 | Init +4 | Perc +8 | SM +1

I can't see the map at the moment, on my tablet, hope this is doable

Eric rushes forward and attacks the lizard attack: 1d20 + 5 ⇒ (3) + 5 = 8 for damage: 2d6 + 9 ⇒ (4, 6) + 9 = 19


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)

Startled by it's sudden apperance, I snap up my light crossbow and fire off a quick shot.

As much a battlecry as a bout of fright, I scream. Ahhh!

Attack: 1d20 + 4 - 4 - 4 ⇒ (7) + 4 - 4 - 4 = 3 Penalties for shooting into melee and for soft cover from allies is included.

I fully expect the fight to be over by the time my crossbow bolt flies, but it was more for roleplay anyways.


HP: 17/28 || AC 17 (touch 14, flat 13) || F/R/W +3/+7/+1 Init +8, Perception +11

Similar to Garm, Bryce fires off his crossbow more as a reflex, than with real intent, simply hoping that piercing missiles and angry fighters will keep the creature at bay. He moves towards the back, preparing another bolt.

X-bow att: 1d20 + 5 - 4 - 4 ⇒ (1) + 5 - 4 - 4 = -2 Also, all penalties included


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 and Chaandra get the jump on the creature and take up opposite positions around it. Obviously used to working together.

Attack flank/damage: 1d20 + 6 ⇒ (14) + 6 = 201d6 + 3 ⇒ (6) + 3 = 9

The druids scimitar bites deep as he readies his shield for a riposte.


Chaandra circles the beast, only able to launch a single attack.
attack/damage: 1d20 + 6 ⇒ (11) + 6 = 171d6 + 1 ⇒ (1) + 1 = 2
Her teeth get a small purchase.

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

Since the lizard rolled a 4 for initiative, it will go last. I will sort through the posts and update things later today.

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master
Garm Stoutsole wrote:
Wait, are these the items that the villagers have been missing?

You will have to ask the Elder to see if any match reported thefts.


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 will hold his Initiative until after the lizard.

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

Cananthir moves quickly in to fight the beast, swings his weapon, and scores a hit doing 8 damage!

The creature hisses angrily and inflates its neck skin to appear larger!

Eric rushes forward but in his haste he swings wide and misses the lizard!

Garm snaps off a shot from his crossbow, but it flies over the creature's head, out through the broken wall, and into the swamp!

Bryce also fires a bolt at the creature, but misses!

Trane and Chaandra flank the creature and each manages to strike it for damage!

The map is updated. Kalizama, Bryce and Raphael's turns will complete the first part of this round.


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)

Ooh! Maybe I hit a swamp rat! I've heard they are easy to hit if you stay on target! [/pun]


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 will move to I-12


I will move to H-12 and cast Magic Missile at the lizard creature.

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master
Kalizama wrote:
I will move to H-12 and cast Magic Missile at the lizard creature.

Need a damage roll.


Damage: 1d4 + 1 ⇒ (3) + 1 = 4

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

Kalizama steps forward, mutters a phrase, and a ball of glowing force leaps from her hand and flies into the lizard causing 4 points of damage! The creature hisses in rage!


Moving to H-11 and firing a crossbow bolt
Attack: 1d20 + 1 ⇒ (3) + 1 = 4 Damage: 1d8 ⇒ 1

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

Rafael moves into position and fires a bolt at the lizard! It sails over the creature's head and disappears into the marsh!

Elmo is unable to get into position to attack...

The Lizard hisses and snaps its toothy maw at 1d5 ⇒ 2 Cananthir 1d20 + 5 ⇒ (16) + 5 = 21 managing to inflict a bite 1d8 + 4 ⇒ (8) + 4 = 12 for 12 points of damage! It 1d20 + 9 ⇒ (14) + 9 = 23 manages to get a firm grip on Cananthir in its jaws, ropes of drool spraying in all directions as it shakes its head to and fro!

Cananthir:
You are grappled. Do a Fortitude save.

End of Round 1

The map is updated.

Start of Round 2

Group 1: Everyone...


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

I still need to act I delayed my Initiative. Can I move through to F-11 and heal Carp? If so I'll move and cast CLW. If not I'll cast Bless from my current position, targeted on Bryce.

Velcore charges through the crowd and begins to chant a prayer.

CLW: 1d8 + 2 ⇒ (2) + 2 = 4

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

Velcore moves through the crowded passageway to F-11, and casts a healing spell on Cananthir, healing 4 points.


Male Human (Ulfen) Fighter 2/Ranger 1 HP 16/30 | AC19 T13 FF16 | CMD19 | F+6 R+4 W+3 | Init +4 | Perc +8 | SM +1

1d20 + 6 ⇒ (9) + 6 = 15 for damage: 2d6 + 6 ⇒ (6, 2) + 6 = 14

Eric readjusts his grip and swings again.


Firing again
Attack: 1d20 + 1 ⇒ (7) + 1 = 8 Damage: 1d8 ⇒ 7


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)

We are the lions of Keeba!

I activate Inspire Courage (5/9)

Sry not feeling very imaginative this weekend.


I cast a second Magic Missile at the lizard.

Damage: 1d4 + 1 ⇒ (2) + 1 = 3


Rnd 2 Chaandra
Conditions=inspired and flanking
Chaandra launches a flurry of teeth and claws.
bite/damage: 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 121d6 + 1 + 1 ⇒ (3) + 1 + 1 = 5
claw1/damage: 1d20 + 6 + 1 ⇒ (7) + 6 + 1 = 141d4 + 1 + 1 ⇒ (2) + 1 + 1 = 4
claw1/damage: 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 201d4 + 1 + 1 ⇒ (1) + 1 + 1 = 3


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)

Rnd 2
Condition = inspired+flanking
Trane swings with his scimitar.
hit/damage: 1d20 + 6 ⇒ (18) + 6 = 241d6 + 3 + 1 ⇒ (6) + 3 + 1 = 10
confirm?/xtra damage: 1d20 + 6 ⇒ (16) + 6 = 221d6 + 3 + 1 ⇒ (1) + 3 + 1 = 5

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

In a flurry of attacks, Eric swings his mighty weapon and strikes the lizard for 14 damage! Rafael launches another bolt at the creature but misses! Garm leads a cheer to Inspire Courage! Kalizama makes a complicated gesture with her hands, and a ball of glowing force streaks in and strikes the lizard for 3 points of damage! Chaandra misses with her bite and one claw, but manages to swipe at the creature and land the other claw attack for 3 points of damage! Trane swings his scimitar and manages to strike a critical area on the lizard, causing 15 points of damage and killing it!

The creature slumps dead, and all becomes quiet...

Cananthir:
Still need you to do a Fortitude save please.

Bryce:
Just a thought...several of the creatures being encountered so far are venomous. If there is any intent for your character to use Craft Alchemy to create Poisons, for application to your weapons and bolts, you might want to consider harvesting the venomous portions of the creatures for further use.


Most excellent! Very well done, Trane!


HP: 17/28 || AC 17 (touch 14, flat 13) || F/R/W +3/+7/+1 Init +8, Perception +11

GM:
Actually, that is a very, very neat idea. Honestly, I did not think about crafting or using poisons at all, but now that you have mentioned it, you have me completely hooked. Thanks a lot for the proposal! :-)

Between Eric, Trane and his pet/animal, the giant lizard was defeated swiftly and decisively. Bryce goes to see if he can retrieve his bolt (1d100 ⇒ 12), and while there, an idea comes to his mind. He approaches the fallen, produces and dons a pair of leather gloves before taking out his knife. He turns to the party and asks: "Say Garm or Trane, would any of you have any idea from where this creature secretes it's poison - glands, teeth, somewhere else?"

Following advice of his companions, Bryce tries to harvest the venomous portion of the creature, making sure it does not come in contact with his skin in any way.

Grand Lodge

Elf Barbarian | lvl 6 | 59/59 HP | +6\+5\+2(+3 vs enchant) | AC 19 | T 14 | FF 11 | +3 Init | Perc +10|
Tracked:
Rage 13/13

Fort: 1d20 + 4 ⇒ (16) + 4 = 20

If it matters. Weekends are becoming increasingly difficult.


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)

Know(Nature): 1d20 + 3 ⇒ (2) + 3 = 5

It's uhm...under it's breathing...bone. Yea! that must be it! Either there or maybe it's posterior...uhm...neck..wings.

I am obviously struggling to not reveal my utter lack of knowledge on this reptile species.


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)

Kn:Nature/Survival to find poision sacs: 1d20 + 8 ⇒ (15) + 8 = 231d20 + 9 ⇒ (1) + 9 = 10

"I think I can help here. Let me carve some lizard steaks too."
Survival to skin and dress lizard: 1d20 + 9 ⇒ (11) + 9 = 20


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 walk around to each member of the group inspecting for any wounds. Seeing the bite on Carp still bleeding. "Hold still so I can tend to that wound."

Cast Cure Light Wounds on Carp CLW: 1d8 + 2 ⇒ (8) + 2 = 10

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

Trane is able to study the creature, and pinpoints two glands in the lizard's neck that are the source of venom it exudes when it bites. Fortunately, Cananthir was not poisoned, even though he was bitten soundly by the creature.

A chest is the only remnant in this room that appears to be undamaged. It is unlocked, and when opened is found to contain:


  • A heavy steel shield (20 gp, AC +2, AC Penalty -2, 15 lbs.)
  • 2 sp, 33 cp
  • A scale mail tunic (50 gp, AC +5, AC Penalty -4, 30 lbs.)
  • A light crossbow (35 gp, 1d8, 19-20/x2, Range 80, 4 lbs.)
  • A case with 24 crossbow bolts.


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 crossbow. "I can take this one. Could come in handy. Look, there is where the glands are. Let us see if we can extract them."

Trane assists or tries to extract the poison.
Survival: 1d20 + 9 ⇒ (4) + 9 = 13

"We ready to head inside?"


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

"Hold, I will detect if any of these items have magic good or ill upon them." Walking over to the chest Velcore chants and waves a glowing hand over the items. Ic reln elheljelcyr act bicah sinavohuol avy

Grand Lodge

Elf Barbarian | lvl 6 | 59/59 HP | +6\+5\+2(+3 vs enchant) | AC 19 | T 14 | FF 11 | +3 Init | Perc +10|
Tracked:
Rage 13/13

Breathing deeply Carp addresses Velcore with as much gratitude as he can muster,
"Thank you Velcore, damn lizard was quicker than I expected."

Turning towards the stairs,
"Shall we?"
Perception: 1d20 + 7 ⇒ (3) + 7 = 10

I realize Know Engineering or Know Dungeon would be a more effective skill roll for structural stability, rolling K Perc for the basics: falling rock, broken stair, blood slick walls and the like...


Greeeeed


Greeeed


HP: 17/28 || AC 17 (touch 14, flat 13) || F/R/W +3/+7/+1 Init +8, Perception +11

After Trane pinpoints two glands in the lizard's neck that are the source of venom, Bryce carefully removes them and stuffs them in his backpack. As always, Bryce leads the way hoping that his keen senses will help him locate any danger. He waits for the others to finish whatever they were doing and to notify him that they are ready to move, prior to proceeding at the head of the column. Based on Cananthir's recommendation he studies the dungeon itself, making sure that nothing will collapse bellow the combined weight of their party.

Perception (to spot traps): 1d20 + 11 ⇒ (11) + 11 = 22
Knowledge/dungeoneering: 1d20 + 6 ⇒ (8) + 6 = 14

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

Velcore:
You do not detect any magical emanations from the objects in the chest.

Bryce:
When you next level up, you can put skill points into Craft (poison). The stats for the lizard poison are: Fort DC 14; onset 1 minute; frequency 1/hour for 6 hours; effect 1d2 Dexterity damage; cure 1 save. The save DC is Constitution-based. Each source of poison will have different effects, duration, and difficulties in the saves, which you will want to keep track of. There is a roll to craft a poison, and another roll to coat blades or bolts/arrows with poison and not get it on yourself. I'm sure you can find the relevant info in the CRB or on the SRD web site. I have played rogue before, and the ability to not only sneak attack something but poison it as well is... satisfyingly deadly.

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

Cananthir:
You do not see anything out of the ordinary.

The stairs leading underground are covered in refuse such as dirt and gravel, and look well-worn. Bryce studies them carefully and doesn't perceive any traps, but his keen eyes do spot a slight glimmer on the 5th step down, which turns out to be a gold ring worth 40 gp!

The stone stairs descend approximately 10 feet, and at the bottom is a landing leading into darkness. The stairs look sturdy, and in fact seem to have seen recent use. Past the landing at the bottom it is too dark to make out other features, unless a light source is employed.


I pick up a rock. I cast light on the rock. I cast prestidigitation on the rock so that it flies a few meters away from the party. Then I cast detect magic on the area.

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master
Rafael Cromwell wrote:
I pick up a rock. I cast light on the rock. I cast prestidigitation on the rock so that it flies a few meters away from the party. Then I cast detect magic on the area.

Are you casting Detect Magic at the bottom of the stairs, or from the top of the stairs angling downward?


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

"The items have no magic aura about them." Velcore turns away from the chest and cast Light on his shield.


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 detects for magic too. He chooses the bottom of the stairs.

He whispers: "Caution is good."


Story Master wrote:
Rafael Cromwell wrote:
I pick up a rock. I cast light on the rock. I cast prestidigitation on the rock so that it flies a few meters away from the party. Then I cast detect magic on the area.
Are you casting Detect Magic at the bottom of the stairs, or from the top of the stairs angling downward?

Your words gave me the assumption that we have already descended. If I was wrong, I cast one from the top to cover the stairs and the immediate area and one from the bottom to cover the whole room.

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

Rafael and Trane:
You carefully scan the area above the stairway, and then the room at the bottom of the stairs. You do not pick up any auras of magic in the immediate area, from any direction.

With Bryce leading the way, followed by Rafael and Trane, the party begins filing down the stone stairway. It is only wide enough to allow single file passage into the darkness.

As the three leading the procession enter the underground room, they note the area contains a few torn sacks, broken barrels, and shattered weapon racks showing that this large area was once a storage place and armory for the fortress. Great heaps of worthless rubble and broken containers and furniture are at the western end of the room, all obviously junk.

It is cramped down below, made more difficult by periodic placement of pillars. The area smells musty and old, and you see dust and dirt and cobwebs in abundance...

A new map for the underground level has been uploaded, and Trane, Rafael and Bryce have been placed at the bottom of the stairs. As you make your way downward, and explore the level, please provide ending coordinates for your movements.


I grab the case with the 24 crossbow bolts and the loose change, then follow the group down the stairs ending up at H-11.

Dungeoneering: 1d20 + 7 ⇒ (20) + 7 = 27

Perception: 1d20 ⇒ 9


Perception: 1d20 + 9 ⇒ (9) + 9 = 18

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