Temple of Elemental Evil (Inactive)

Game Master Thomi Gallowshade

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


1,151 to 1,200 of 2,949 << first < prev | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | next > last >>

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 will double move to M-21 and my Linger Performance continues to Inspire the Courage of allies that can hear it.

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

End of Round 2

The map is updated.

Start of Round 3

Group 1: Trane and Chaandra, Eric and Velcore


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

Chanting in a deep, thunderous voice and moving his free hand in precise movements Velcore begins a spell. Casting Silence 1 round casting time. I will place in one square in front of the man in robes.


Chaandra claws and bites at the bad man in her way.
bite: 1d20 + 7 ⇒ (1) + 7 = 81d6 + 3 ⇒ (6) + 3 = 9
claw1: 1d20 + 7 ⇒ (17) + 7 = 241d4 + 3 ⇒ (4) + 3 = 7
claw2: 1d20 + 7 ⇒ (19) + 7 = 261d4 + 3 ⇒ (2) + 3 = 5

Her two claws score deep hits as she continues to be inspired by the gnome's music.


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 moves into the room (P19) and begins to summon a creature of nature. A dimensional portal begins to form.

Summon Nature's Ally 2 full round casting


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 attacks 1d20 + 12 ⇒ (19) + 12 = 31 for damage: 2d6 + 10 ⇒ (6, 2) + 10 = 18 confirm crit: 1d20 + 12 ⇒ (7) + 12 = 19 for damage: 2d6 + 10 ⇒ (3, 2) + 10 = 15 don't know if I can cleave because of the corner but just in case

cleave: 1d20 + 12 ⇒ (9) + 12 = 21 for damage: 2d6 + 10 ⇒ (1, 1) + 10 = 12

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

Velcore begins to chant, weaving a spell...

Chaandra attacks Guard #5. She misses with her bite, but both claws hit deep, causing enough damage to kill the foe!

Trane moves into the room and begins casting a spell...

Eric manages to also strike Guard #5, and then whirls and lands a blow on Guard #6, killing him with one blow!

Group #2: The enemy...

The man in full plate moves forward 5 feet and attacks Eric:
1d20 + 7 ⇒ (19) + 7 = 26 1d8 + 2 ⇒ (2) + 2 = 4 confirm crit 1d20 + 7 ⇒ (12) + 7 = 19 1d8 + 2 ⇒ (5) + 2 = 7
He strikes Eric a critical blow for 11 points of damage!

The man in the black robe mutters and makes a strange motion with his hands...and a small black orb emits itself from his hands, flying south and bursting upon the man in plate armor! Immediately darkness falls upon him, and upon a portion of the rooms!

The darkness is impenetrable even to darkvision. Creatures outside the spell’s area cannot see through it.

The map is updated.

Group 3: Cananthir, Bryce, Rafael, Garm, Kalizama and Elmo.

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

Feeling further enraged at the blinding onset, Carp rolls forward into the hallway and swings at the northern most opponent.

Accrobatics: 1d20 + 7 ⇒ (19) + 7 = 26
Blessed, enraged, inspired: 1d20 + 8 + 1 + 2 - 1 ⇒ (20) + 8 + 1 + 2 - 1 = 30Dmg: 1d10 + 6 + 1 ⇒ (4) + 6 + 1 = 11
Confirm: 1d20 + 8 + 1 + 2 - 1 ⇒ (20) + 8 + 1 + 2 - 1 = 30 2d10 + 12 + 2 ⇒ (7, 7) + 12 + 2 = 28

EDIT: Not knowing subtractions for dark I did not include subtractions, please include where necessary.

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

1d100 ⇒ 5

Only because you rolled 20s...

Cananthir steps forward and swings his weapon in the total darkness...and somehow connects with a critical hit! He hears the man in full plate armor fall prone and die!


I crawl out from under Rafael into Q-21, and use Spellcraft to find out what spell was cast to plunge the area into darkness.

Spellcraft: 1d20 + 9 ⇒ (15) + 9 = 24

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

Kalizama:
You determine that the spell cast is Blacklight, which counters or dispels any light spell of equal or lower level. The Daylight spell counters or dispels Blacklight.


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

His back to the wall Bryce delays his action: "Can someone dispel this?"


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 will double move to Q21 to try to be somewhere near the action, lol.

Got nothing to dispel Darkness, sorry guys.

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

Elmo curses under his breath, and maintains his position...

End of Round 3

The map is updated.

Start of Round 4

Group 1: Trane and Chaandra, Eric and Velcore


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 completes his spell of Silence and begins to chant anew. A white glow surrounds Velcore giving him a blessing of defense.

Shield of Faith on Himself +2 AC


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 finishes his summons, and a creature of cut stone with impressive strength and stamina appears.

small earth elemental:

Earth Elemental

Languages Terran

Ecology

Environment any (Plane of Earth)

Organization solitary, pair, or gang (3–8)

Treasure none

Special Abilities

Earth Glide (Ex) A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

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. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.)

A creature with tremorsense is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground. Aquatic creatures with tremorsense can also sense the location of creatures moving through water. The ability's range is specified in the creature's descriptive text.

Format: tremorsense 60 ft.; Location: Senses

Small Earth Elemental CR 1

XP 400

N Small outsider (earth, elemental, extraplanar)

Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4

Defense

AC 17, touch 10, flat-footed 17 (–1 Dex, +7 natural, +1 size)

hp 17 (2d10+6)

Fort +6, Ref –1, Will +3

Immune elemental traits

Offense

Speed 20 ft., burrow 20 ft., earth glide

Melee slam +8 (1d6+7)

Special Attacks earth mastery

Statistics

Str 20, Dex 8, Con 17, Int 4, Wis 11, Cha 11

Base Atk +2; CMB +4; CMD 15

Feats Improved Bull RushB, Power Attack

Skills Appraise +1, Climb +7, Knowledge (dungeoneering) +1, Knowledge (planes) +1, Perception +4, Stealth +7

The creature is dispatched to find the evil caster. Given his ability to glide through earth as if it was water and the ability to located anything touching the ground within 60 feet, the elemental moves to attack the evil caster.

attack/damage/miss chance: 1d20 + 9 ⇒ (11) + 9 = 201d6 + 8 ⇒ (5) + 8 = 131d100 ⇒ 37

Trane moves to heal his companion (20'move) and casts a spell(std). CLW: 1d8 + 3 ⇒ (2) + 3 = 5


The lioness is used to the darkness, and stalks prey with scent and hearing.

8/11hp
Perception/fast stealth: 1d20 + 6 ⇒ (15) + 6 = 211d20 + 7 - 5 ⇒ (4) + 7 - 5 = 6

Chaandra double move to the action

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

Velcore casts a defensive spell upon himself.

Trane weaves a spell that summons a small earth elemental! The creature burrows into the earth and manages to surface next to its foe! It attacks and attempts to land a blow, but misses!

Chaandra moves farther into the darkness...

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 closes his eyes, silently prays to Calistria and listens for movement ahead of him.
Perc: 1d20 + 7 ⇒ (3) + 7 = 10

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

Eric - waiting on you to take your turn.

Cananthir:
It's hard to discern the direction of movement, with all of the persons in this room.


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 delays. "In the dark with no sound I can't tell whose friend or foe."


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

Bryce tries to (very slowly) moves towards the east, with his back at the wall all the time. He is really hoping he will not stumble into a friend, or even worse an enemy in all this silent darkness.

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

Group #2: The enemy...

The darkness persists.... You cannot tell what the person in the upper room is doing...

Group 3: Cananthir, Bryce, Rafael, Garm, Kalizama and Elmo.

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

Cananthir, being ever 'forethoughtful' decides to rush approx 15 feet beyond the armored corpse, rolls deeper/through the darkness (or into a casting mage, whichever comes first) and swings his Elven Curved Blade upon standing.

Acrobatics: 1d20 + 7 ⇒ (5) + 7 = 12
ECB: 1d20 + 8 ⇒ (12) + 8 = 20ECB dmg: 1d10 + 6 ⇒ (8) + 6 = 14

Blinded?:

The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength- and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.

bare with me here, I'm winging this...

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

Cananthir rushes forward approximately 15 feet and swings his weapon! It doesn't hit anything!


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 will ready my crossbow in case an enemy jumps out at me.


I'll just take a nap
Spellcasters don't have a lot of options in the early levels, do they?

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

Rafael and Garm delay their actions...


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

Bryce is still moving slowly (and carefully) "down" the wall towards the east, until he leaves darkened area.


I continue at Q-20, just outside the total darkness, not wishing to enter into it and unable to do anything to dispel it. I see nothing and I hear nothing, just carefully waiting.

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, being bored and a tad bit freaked out by the quiet begins feeling his way around in the dark...attempting to get out of it...he heads west.

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

Bryce tries to move east along the wall, but finds his way blocked by other members of the party...

Kalizama remains in place, waiting for something to happen...

Cananthir attempts to move west, but runs into a wall...

Elmo cannot see or hear anything of note, and maintains his position...

End of Round 4

Start of Round 5

Group 1: Trane and Chaandra, Eric and Velcore


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 chants as he raises his sword into the air. "Iomedae give your servant the power to find and expel this evil being."

Velcore casts Detect Evil.


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's summoned creature of earth continues to try and pound the one he was sent to find.
Round 2/3
hit/damage/conceal: 1d20 + 9 ⇒ (16) + 9 = 251d6 + 8 ⇒ (5) + 8 = 131d100 ⇒ 9
I assume elementals still use some sort of sight.

Trane continues to move through the darkness towards the evil villain. He begins to change into a wolf.

move=half move carefully through darkness, std=transform face into lion's face (totem xform)


Chaandra stalks the bad guys. Without sound and sight, she finds the going difficult, but with her sense of smell, she seems to be doing far better than the humans who were deprived of their two primary means of sensing.

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

Velcore casts a spell...

Velcore:
You detect an aura of evil emanating from the northern room. More information may become available in later rounds if you maintain the spell.

The earth elemental again attempts to attack the foe, using tremorsense to locate him! It swings wildly and tries to slam the enemy, but misses with the blow!

Chaandra can smell the enemy is close! Are you going to roll for an attack?


Chaandra chooses whether to charge the enemy or approach cautiously. Choosing the latter, Chaandra advances and bites.

attack/damage/conceal: 1d20 + 5 ⇒ (10) + 5 = 151d6 + 4 ⇒ (2) + 4 = 61d100 ⇒ 59

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

Chaandra senses the enemy is close, and she lunges and tries to bite him...but misses the target in the darkness.

Eric's turn...


I have to say, this is all very hilarious.


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

"If you can end the silence it would be best, right now we have a better chance of hitting ourselves in that darkness than the spellcaster."

Eric delays his action until the end of the round.

I really think that we're more likely to hit each other in a ten foot hallway that is silent and dark, if we don't have improved senses (like smell or tremorsense) we're going to end up nailing each other in a cramped hallway


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)

He said inside the area of silence...

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

Eric delays his actions...

Round 5
Group 2: The enemy

The darkness continues to permeate the area...

1d20 + 6 ⇒ (16) + 6 = 22 1d8 + 5 ⇒ (3) + 5 = 8
Cananthir suddenly feels a blunt object smash into him, causing 8 points of damage!

Group 3: Cananthir, Bryce, Rafael, Garm, Kalizama and Elmo.

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

After bruising his nose in the dark then feeling a bashing pain in his side, Carp does a 180 and walks 30' east.


Readying my action as usual.

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

Cananthir manages to move east and eventually maneuvers out of the darkness. On his way, 1d20 + 6 ⇒ (20) + 6 = 26 possible crit 1d20 + 6 ⇒ (1) + 6 = 7 no crit he feels another strike by the blunt object, incurring 1d8 + 5 ⇒ (4) + 5 = 9 another 9 points of damage!

Rafael maintains a readiness pose...

The map is updated.


This is a fine mess we have ended up in! A very dark day . . .

I will cast Light on my Light Mace and move over/through everyone in my way to end up at N-17. Hopefully we can now see who's left and what they're doing.

Perception: 1d20 ⇒ 11


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 will ready my crossbow again.


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

Unable to exit towards east, Bryce is still keeping ready action, when the darkness finally goes away (or delays if nothing happens this round).

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

Kalizama casts the Light spell, and moves into the darkness. She discovers that the spell of darkness negates her spell of light, and her spell is extinguished!

Garm, Elmo and Bryce maintain ready positions...

Start of Round 6

Group 1: Trane and Chaandra, Eric and Velcore


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)

Round 6 of blind man's bluff
Trane's nose extends and he finds he has the scent of a lion. He uses his newly acquired olfactory ability to locate the enemy and move forward. His elemental creature has one last go at the enemy.

elemental hit/damage/conceal: 1d20 + 9 ⇒ (12) + 9 = 211d6 + 8 ⇒ (5) + 8 = 131d100 ⇒ 38

9 rounds of totem xformation left--elemental will disappear at very start of Trane's next turn

1,151 to 1,200 of 2,949 << first < prev | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / The Temple of Elemental Evil All Messageboards

Want to post a reply? Sign in.