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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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

Eric moves to a better spot I-10 (I think) and hurls another chakram. 1d20 + 4 ⇒ (13) + 4 = 17 for damage: 1d8 + 5 ⇒ (7) + 5 = 12


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

Seeing that he does not have a clear shot, Bryce readies his action, waiting for the target to present itself. He shoots another bolt the moment one of the zombies steps out of cover.

Ready action:

Crossbow attack: 1d20 + 5 ⇒ (2) + 5 = 7 Aaaaaaand, another awfull miss


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)

**Posting Early in case I can't post at work on time.**

Seeing the battle well in hand and nothing useful to do, my fidgety nature gets the best of me. I creep over to the nearest door. C8

Stealth: 1d20 + 10 ⇒ (7) + 10 = 17
Perception: 1d20 + 6 ⇒ (20) + 6 = 26 As I crack open the door.

Bardic music still in effect from Lingering Performance.

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

Eric maneuvers until he can see creature #11, and hurls another chakram...it flies true and strikes with incredible force, removing the creature's head from its shoulders! It collapses instantly into a pile of dust and rags!

Elmo pulls out his short bow and releases an arrow at the remaining creature 1d20 + 7 ⇒ (9) + 7 = 16 and the shaft buries itself causing 1d6 + 1 ⇒ (6) + 1 = 7 terminal damage! The creature expires and falls silent to the floor!

End of Encounter

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

Garm creeps over the the nearest door (C-8) and tries to open it, but finds that it is locked.


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 marches over to the zombie rags and begins to praying holding his holy symbol out over the piles of dust. "Iomedae receive these wandering souls so they may be judged and sent to rest."


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

Bryce watch with interest Velcore's prayer for whole two seconds, before sneaking after Garm. In a hush tone, not to anger the priest he addresses the gnome: "A locked door you say. Here, let me try..." Disable device: 1d20 + 10 ⇒ (7) + 10 = 17

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

While Velcore is praying Carp searches the undead remains and surrounding area:
Perc: 1d20 + 7 ⇒ (20) + 7 = 27


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)

"Great job Velcore. The light of heaven just ripped them apart!!"

Trane looks for valuables. The dead did not them.


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 nods at Trane and continues his prayers.

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

Members of the group search the remains of the creatures blasted in great part by the holy powers of Iomedae, but they possess no items other than the filthy rags in which they were dressed.

Bryce: Perception check please.

Bryce fiddles with the door lock for a few seconds, inserts a small bit of bent metal, and manages to unlock the door. (I let you take 10 for this effort, for a total of 20.) The door opens easily, and appears to be a store room for armaments. Inside are 12 suits of leather armor (worth 10 gp each)and 30 light wooden shields (worth 3 gp each).


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

Perception: 1d20 + 10 ⇒ (10) + 10 = 20

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

Bryce:
In examining the door and lock, you notice that the door is in fine shape, with well-oiled hinges. The lock and latch look relatively new, and are in pristine condition. Their condition appears to be much newer than would be expected.


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)

Aid Another Perception for Bryce: 1d20 + 6 ⇒ (6) + 6 = 12

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

Garm:
In examining the door and lock, you notice that the door is in fine shape, with well-oiled hinges. The lock and latch look relatively new, and are in pristine condition. Their condition appears to be much newer than would be expected.

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

Rafael's Grease spell is still active, so if anyone enters those squares you will need to do a reflex save - unless he dispels the effect.

The door at C-8 is opened. The other doors visible to the group are at C-9 and I-8


I move to G-10 and slowly turn in a complete circle while casting Detect Evil.

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

Kalizama:
You slowly turn and suddenly stop facing the door at I-8. Although it is difficult to pinpoint the exact location, something has an evil aura in the northeast direction behind that door!

The map is updated. Bryce, I moved you adjacent to the door you just unlocked.


Companions! I have detected an evil aura in the northeast direction behind the door at I-8. Be alert and proceed with caution!


I'm listenning to suggestions, should I dispel the grease?


HP: 17/28 || AC 17 (touch 14, flat 13) || F/R/W +3/+7/+1 Init +8, Perception +11
Story Master wrote:
The door at C-8 is opened. The other doors visible to the group are at C-9 and I-8

I thought we opened C-9 also, and found armory behind it, leaving only I-8 uninspected?

@Rafael - from what I see we can not move around grease area and use it to trap someone else in it, so I'd say dispell it.

"These doors are obviously well taken care of, and have seen recent usage. New latch and lock, all in pristine condition, unlike a lots of other things in here. Hmmmm, would it make sense to have a secret compartment or another door in here?!" - lost in his own thoughts (voiced out loud), Bryce enters the armoury amd continues to examine it more closely, not paying much attention to what is happening outside.

Perception: 1d20 + 10 ⇒ (14) + 10 = 24


I dispel the grease.

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master
Bryce Sidanris wrote:
Story Master wrote:
The door at C-8 is opened. The other doors visible to the group are at C-9 and I-8
I thought we opened C-9 also, and found armory behind it, leaving only I-8 uninspected?

You opened C-8. C-9 is locked, and therefore would not be opened without another disable device effort.

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

Bryce:
You spot a small keg behind the numerous shields in the room. Turns out it is a 5-gallon keg of brandy worth 50 gp.


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

After his prayers Velcore prepares to deal with the evil that Kalizama detects in the next room.

Velcore cast light again on his shield. Then readies Protection from Evil and will cast once the door in the Northeast corner is opened.

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

...standing ready next to Bryce...

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

Are we all running out of ideas? What are you going to do next?


Waiting for Bryce to open the last door


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

Trane will open the last door if Bryce cannot to open it. If he cannot, he will finish exploring the cells he moved toward first with Chaandra.

Trane's way of opening doors is less subtle, kicking at the center.
STR: 1d20 + 3 ⇒ (1) + 3 = 4


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

Eric retrieves his chakrams and moves to help Trane open the door. STR: 1d20 + 4 ⇒ (13) + 4 = 17


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)

I reload my light crossbow to prepare myself for what lies behind the door...

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

I'm going to post for Bryce unlocking attempt, so we can move on...
1d20 + 10 ⇒ (11) + 10 = 21
Bryce manages to get the other door (C-9) unlocked, and it opens easily on freshly oiled hinges. The room appears to be another storeroom for armaments. As you look around, you find:

50 spears
10 glaives
6 guisarmes
3 battle axes
A crate with 120 arrows
A crate with 200 crossbow bolts
70 black capes, each with a yellow eye of fire sewn on the center


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 quickly makes a huge gasp as the doors are open.
"We have a stash of considerable weapons. And bad guy black capes too! Enough arrows and bolts to keep us from running out for quite a while."

Trane points to the glaives.
"These are great to keep things from getting too crowded and jabbing at reach. Elmo, Eric, and Cananthir, you probably each want one of these pole arms."

He thinks: "Let us leave the rest here for now."


No, we sell them (minus the bolts). But let's keep a cape each, I have a feeling that we'll need them.

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

Elmo: I will continue to use the weapons I am trained for, but will take a glaive just in case...and 20 arrows. Those capes are disturbing...there are scores of them! Who could be massing such items? I don't like this at all... He takes a cape, rolls it up, and stuffs it in his pack.

A glaive is a simple blade, mounted to the end of a pole about 7 feet in length. Damage: 1d10 x 3; 10 lbs.; reach; slashing.

A guisarme is an 8-foot-long shaft with a blade and a hook mounted at the tip. Damage: 2d4 x 3; 12 lbs.; reach and trip; slashing.

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

Carp grabs a glaive a black robe and 20 arrows.

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

Trane and Eric try the door at I-8 and discover that it is not only unlocked, but that swings open easily and silently on well-oiled hinges. The door opens into a small room which is empty except for the presence of filth and broken junk littering the floor. Another door is present along the northeast wall of the room.

Please specify ending squares as you move about. Thanks. The map is updated.

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

Observing much and stealthily moving to J8
Perc: 1d20 + 7 ⇒ (19) + 7 = 26
Stealth: 1d20 + 3 ⇒ (18) + 3 = 21


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

After savouring the thought that they were able to finally discover something worth their efforts (keg of brendy), Bryce leads the companions towards the next door which he promptly unlocks. Seeing that it is (again) filled with weapons and alike, he simply shrugs and follows Canathir's suite. He takes one of the strange looking black capes and engages thier gnomish bard in a whipered conversation" "Hey Garm, does this symbol look familiar to you?"

Bryce is still in the second room, at C-8


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)

Hmmm....

Know(Religion): 1d20 + 3 ⇒ (12) + 3 = 15

Maybe something, Bryce. Well there was this one guy...Sourman? Soaron? something and his symbol was a fiery eye. Not quite the same thing as this one though. It does seem somewhat familiar though. It's just on the tip of my tongue...


Chaanra lead her human and they follow directly behind Bryce, stepping where he steps.

If he leads, we will follow

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

Cananthir:
You quietly approach the door and listen...and you can hear the sound of heavy footsteps in the room beyond the door.

Garm:
The flame is one of the symbols of the Temple of Elemental Evil.


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 cautiously into the room. I-7


I take 20 bolts and a black cape from the room behind the C-9 door and stuff them in my backpack for future use. Following the others out, I return to G-10 and wait.

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

Motioning everyone for silence, Carp invites Bryce, Elmo and Eric into the room.
Attempting to communicate with hand signals Carp points at the door, taps his ear then points to his feet.
Slowly drawing his blade Carp points at Bryce and signals for him to quietly check the door for traps and pick the lock.
Aid Perception: 1d20 + 7 ⇒ (8) + 7 = 15


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

Bryce proceeds as instructed, first checking for traps and then, if no traps are found to try and unlock the door as quietly as possible.

Perception: 1d20 + 11 ⇒ (10) + 11 = 21 Check for traps
Disable device: 1d20 + 10 ⇒ (20) + 10 = 30 Disable traps (if found) or unlock the door

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

Bryce:
You do not detect any traps. The door is not locked. As with the other doors you have encountered, this one looks almost new, and is well oiled.


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

In a hushed voice, Bryce whispers in Canathir's ear: "No traps, unlocked. Also a new, well oiled door. Want me to open them, or eavesdrop a bit?"


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)

I have it! It's the symbol for the Temple of Elemental Evil. I knew I had seen it before.


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 makes the universal 'Listen' symbol mimicking putting his ear up to his hand.

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