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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I continue moving north and casting my spells, hoping to reveal more details about our surroundings. I end up at the base of the 4 steps leading up to the throne. I also have been following the conversations of the others, and am especially interested in Garm's comments. Studying the words carved into the wall above the throne I wonder at their true meaning; who is the "Nameless One"? I also wonder if there is a significance to the pattern of the colored tiles around the throne, if that is what gives the area its Desecrate aura that Garm mentioned.


hp 40/58 | AC 21 t. 16 ff. 16 (uncanny dodge, +2 vs traps) | CMD 18 | F +5 R +11 W +3 (+2 vs fear, +2 vs traps) | Ini: +7 | Senses: low-light vision +11 (+14 vs traps)
Skills:
Acro. +16, Appr. +5, Bluf +8, Climb +7*, C. (bow) +5, Dipl. +3, Dis.dev. +19, Disg. +3, Esc. art. +12,Intimidate+3, K. dung. +5, K. local +5, Ling. +6, Per. +11(+14traps), S.mot. +4, S.hand +9, Stealth +18, Swim +4*, UMD +8
Male Halfling Rogue 6 | Treasure sheet | - (Discontinued campaign)

Uldar gets the ivory robes in the group backpack cleaning a bit before. Are these robes luxury or indicate any kind of god to what they adore?

The halfling then draws his spear and tries to pull the white bright thing from the rafters.

If nothing is finished he follows Trane to area 9 and checks it.
Perception (+2 vs traps): 1d20 + 9 ⇒ (8) + 9 = 17

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

Kalizama:
The area of the throne emits auras of evil and conjuration. It appears the evil stems from the profane permanent casting of desecrate upon the area. The throne emits an aura of conjuration, allowing it to perform some sort of action - but you are not certain what it does.

Uldar manages to coax the white object in area 6 out of the rafters with his spear, and he pulls down an intact ivory robe, with cowl, edged and embroidered with reddish-pink whorls and lined with pale blue satin.

He then proceeds to area 9 and finding the door unlocked, he opens it. The portal is finely carved, but most of the vile and obscene work has been hacked and chopped so as to efface its evil. Beyond is another vestry, a chamber nearly 30 feet wide and 60 feet long. It once must have been the scene of debauched revels, for the remains of great couches, tables, and padded chairs are strewn about. Charcoal and several broken barrels lie nearby. A stack of resinous kindling wood near the door seem to be the only things not broken or disarrayed. Amidst the litter are several skeletons, probably human. One wears the tattered remains of a scarlet robe. Behind the lengths of wooden kindling is a small cupboard, set into the wall. Within it are two silk robes of bright crimson, with skulls embroidered in gold thread on the front and back. Each is cowled and lined with lavender silk.

Uldar:
The remains of the white robes found piled on the floor in area 6 are burned and useless, and should probably be discarded.


hp 40/58 | AC 21 t. 16 ff. 16 (uncanny dodge, +2 vs traps) | CMD 18 | F +5 R +11 W +3 (+2 vs fear, +2 vs traps) | Ini: +7 | Senses: low-light vision +11 (+14 vs traps)
Skills:
Acro. +16, Appr. +5, Bluf +8, Climb +7*, C. (bow) +5, Dipl. +3, Dis.dev. +19, Disg. +3, Esc. art. +12,Intimidate+3, K. dung. +5, K. local +5, Ling. +6, Per. +11(+14traps), S.mot. +4, S.hand +9, Stealth +18, Swim +4*, UMD +8
Male Halfling Rogue 6 | Treasure sheet | - (Discontinued campaign)

Uldar picks up the new and clean white ivory robes.

On the next room, he picks the bright crimson robes.

"These seems to be the robes of the old followers that lived here"


male Human Fighter/4 HP: 47/48 AC:22/12/20 F:6 R:3 W:2 (+2 v fear) Perc:1 Init:4 Arrows:40

belonging to acolytes of different elements, perhaps?


hp 40/58 | AC 21 t. 16 ff. 16 (uncanny dodge, +2 vs traps) | CMD 18 | F +5 R +11 W +3 (+2 vs fear, +2 vs traps) | Ini: +7 | Senses: low-light vision +11 (+14 vs traps)
Skills:
Acro. +16, Appr. +5, Bluf +8, Climb +7*, C. (bow) +5, Dipl. +3, Dis.dev. +19, Disg. +3, Esc. art. +12,Intimidate+3, K. dung. +5, K. local +5, Ling. +6, Per. +11(+14traps), S.mot. +4, S.hand +9, Stealth +18, Swim +4*, UMD +8
Male Halfling Rogue 6 | Treasure sheet | - (Discontinued campaign)

"Mmm... you mean crimson for fire, green for earth (acid), but what would be ivory white and brown?" Uldar shocks his head at the idea.


male Human Fighter/4 HP: 47/48 AC:22/12/20 F:6 R:3 W:2 (+2 v fear) Perc:1 Init:4 Arrows:40

maybe green is for water and brown for earth while white is for air?


Male Dwarf Cleric 4| HP: 35/35 | AC: 19 (11 Tch, 18 Fl) | CMD: 15 | F: +6, R: +2, W: +7 | Init: +5/+7 if can act in surprise | Perc: +4 / +6 Eagle, SM: +7 | Active conditions: none

"Ye openin' a robe shoppe?"


hp 40/58 | AC 21 t. 16 ff. 16 (uncanny dodge, +2 vs traps) | CMD 18 | F +5 R +11 W +3 (+2 vs fear, +2 vs traps) | Ini: +7 | Senses: low-light vision +11 (+14 vs traps)
Skills:
Acro. +16, Appr. +5, Bluf +8, Climb +7*, C. (bow) +5, Dipl. +3, Dis.dev. +19, Disg. +3, Esc. art. +12,Intimidate+3, K. dung. +5, K. local +5, Ling. +6, Per. +11(+14traps), S.mot. +4, S.hand +9, Stealth +18, Swim +4*, UMD +8
Male Halfling Rogue 6 | Treasure sheet | - (Discontinued campaign)

Uldar looks at the dwarf, then he laughs. "No, but if there are thugs gathering here again, we may use these robes to disguise ourselves to explore the temple more safely. Plus they might have special information from previous users. What is your favourite color Brandor?"


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)

While the colors may very well coincide with the elements that the former owners worshiped I believe the brown robes were once a different color...you may not want to wear those.

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

You have explored all of the areas of the Temple ground floor. Where will you go next?


hp 40/58 | AC 21 t. 16 ff. 16 (uncanny dodge, +2 vs traps) | CMD 18 | F +5 R +11 W +3 (+2 vs fear, +2 vs traps) | Ini: +7 | Senses: low-light vision +11 (+14 vs traps)
Skills:
Acro. +16, Appr. +5, Bluf +8, Climb +7*, C. (bow) +5, Dipl. +3, Dis.dev. +19, Disg. +3, Esc. art. +12,Intimidate+3, K. dung. +5, K. local +5, Ling. +6, Per. +11(+14traps), S.mot. +4, S.hand +9, Stealth +18, Swim +4*, UMD +8
Male Halfling Rogue 6 | Treasure sheet | - (Discontinued campaign)

"I would suggest to investigate the throne, then the pit in the middle of the temple, and afterwards decide if we go deep or return. If we have to choose stairs to go down, I will say eastern ones." afterwards Uldar goes and checks the throne for mechanisms and the pit in the centre for what was its use.
Throne Perception Take 20 (+2 vs traps): 20 + 9 = 29
Pit Perception Take 20 (+2 vs traps): 20 + 9 = 29


Male Dwarf Cleric 4| HP: 35/35 | AC: 19 (11 Tch, 18 Fl) | CMD: 15 | F: +6, R: +2, W: +7 | Init: +5/+7 if can act in surprise | Perc: +4 / +6 Eagle, SM: +7 | Active conditions: none

"I agree - if we are to find anything, it will be down those stairs."

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

Uldar carefully examines the throne in area 10. He does not detect the presence of any traps. The throne appears to be constructed of solid stone and is immobile.

He then proceeds to area 3, where a central altar and pit are located. Just north of the altar is a circular, marble-lined pit — a well of sorts — 20 feet in diameter. Shards of broken crystal vessels lie about the well, near the altar, and scattered about the floor. A crystal knife with a broken blade lies atop the stone block. Careful examination of the well reveals a one-foot wide ledge beginning 15 feet from the mouth of the shaft. It circles the northern face of the well, leading to narrow, steep steps which spiral down clockwise from the east into the darkness below.


hp 40/58 | AC 21 t. 16 ff. 16 (uncanny dodge, +2 vs traps) | CMD 18 | F +5 R +11 W +3 (+2 vs fear, +2 vs traps) | Ini: +7 | Senses: low-light vision +11 (+14 vs traps)
Skills:
Acro. +16, Appr. +5, Bluf +8, Climb +7*, C. (bow) +5, Dipl. +3, Dis.dev. +19, Disg. +3, Esc. art. +12,Intimidate+3, K. dung. +5, K. local +5, Ling. +6, Per. +11(+14traps), S.mot. +4, S.hand +9, Stealth +18, Swim +4*, UMD +8
Male Halfling Rogue 6 | Treasure sheet | - (Discontinued campaign)

"It seems there are more stairs here in the well. We have plenty of possibilities here it would seem. Shall we descent here, or keep with the eastern idea?"


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)

"These stairs are as good as any."


male Human Fighter/4 HP: 47/48 AC:22/12/20 F:6 R:3 W:2 (+2 v fear) Perc:1 Init:4 Arrows:40

oh good! a deep, dark, mysterious well with little room to maneuver an virtually no option for retreat... I'll go first. he positions his ioun torch and leads the way down

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

The group begins to make its way down the spiraling steep steps of the pit. The steps wind around and around, and it seems like they will go on forever. After having descended almost 90 feet down, you find yourselves suddenly confronted by a narrow opening in the wall of the pit. The opening contains a stone door only 2 feet wide and four feet tall. Beyond the opening the area has a narrow ledge, which continues to spiral further downwards into the pit.


hp 40/58 | AC 21 t. 16 ff. 16 (uncanny dodge, +2 vs traps) | CMD 18 | F +5 R +11 W +3 (+2 vs fear, +2 vs traps) | Ini: +7 | Senses: low-light vision +11 (+14 vs traps)
Skills:
Acro. +16, Appr. +5, Bluf +8, Climb +7*, C. (bow) +5, Dipl. +3, Dis.dev. +19, Disg. +3, Esc. art. +12,Intimidate+3, K. dung. +5, K. local +5, Ling. +6, Per. +11(+14traps), S.mot. +4, S.hand +9, Stealth +18, Swim +4*, UMD +8
Male Halfling Rogue 6 | Treasure sheet | - (Discontinued campaign)

Uldar advances to the front "Let me inspect this door"

The halfling takes his time to inspect the stone door for traps of any type.
Perception (traps - take 20): 20 + 11 = 31
He disables whatever lock or trap it can be there.
Disable device (+2 vs traps): 1d20 + 11 ⇒ (14) + 11 = 25
And finally opens very silently the door trying to peer through.
Stealth: 1d20 + 15 ⇒ (2) + 15 = 17
Perception: 1d20 + 9 ⇒ (14) + 9 = 23

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

Uldar doesn't detect any traps or locks. He gently pushes on the door, and it silently slides open. He sticks his head out of the doorway, and sees that the opening grants access to a three-way intersection of wide hallways. The passages are of dressed stone blocks, and have arches, about 30' tall. Unlit torches in sconces appear on the walls approximately every 30 feet down each hallway.

Immediately facing him a hallway, 20 feet wide, runs south 60 feet and contains a closed door on each side at approximately 50 feet.

Two his left and right, (east and west) a hallway, 20 feet wide, runs past the doorway about 70 feet in each direction. For at least 100 feet of its length, this long corridor is covered with bones. Skeletons of humans and humanoids are mixed in a terrible jumble. Many skulls and loose bones seem gnawed. The complete skeletons, though, still wear sundered armor, dented caps, or sprawl by broken shields. Bent and broken weapons likewise testify to a great melee having taken place here; a hundred, two, perhaps more... all met death here. Further progress along the corridor requires carefully picking a path between these grim remains of the Temple hordes. Nothing of value is immediately discernible.


hp 40/58 | AC 21 t. 16 ff. 16 (uncanny dodge, +2 vs traps) | CMD 18 | F +5 R +11 W +3 (+2 vs fear, +2 vs traps) | Ini: +7 | Senses: low-light vision +11 (+14 vs traps)
Skills:
Acro. +16, Appr. +5, Bluf +8, Climb +7*, C. (bow) +5, Dipl. +3, Dis.dev. +19, Disg. +3, Esc. art. +12,Intimidate+3, K. dung. +5, K. local +5, Ling. +6, Per. +11(+14traps), S.mot. +4, S.hand +9, Stealth +18, Swim +4*, UMD +8
Male Halfling Rogue 6 | Treasure sheet | - (Discontinued campaign)

"Bones. Thousands of bones." whispers Uldar. "I say explore east first."
Are there signs of why they have come to die here in so many? Like burn signals

Uldar tries to find out why they died and when.
Heal: 1d20 - 1 ⇒ (4) - 1 = 3

He also searches under the bones for what can be hidden before any companion tries to advance.
Perception: 1d20 + 9 ⇒ (18) + 9 = 27

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master
Uldar Aren wrote:
Are there signs of why they have come to die here in so many? Like burn signals

This question is best answered by the information Otis provided to you on page 29.

Uldar leans out of the doorway and scrabbles through the bones he can reach, but finds nothing of value.


hp 40/58 | AC 21 t. 16 ff. 16 (uncanny dodge, +2 vs traps) | CMD 18 | F +5 R +11 W +3 (+2 vs fear, +2 vs traps) | Ini: +7 | Senses: low-light vision +11 (+14 vs traps)
Skills:
Acro. +16, Appr. +5, Bluf +8, Climb +7*, C. (bow) +5, Dipl. +3, Dis.dev. +19, Disg. +3, Esc. art. +12,Intimidate+3, K. dung. +5, K. local +5, Ling. +6, Per. +11(+14traps), S.mot. +4, S.hand +9, Stealth +18, Swim +4*, UMD +8
Male Halfling Rogue 6 | Treasure sheet | - (Discontinued campaign)

As none made opposition about this route I assume you are ok we pay a visit to here

"This is clean" Uldar advances towards the centre of the corridor, trying to conceal himself between the shadows and not make a lot of noise on stepping over the bones.
Stealth: 1d20 + 15 ⇒ (7) + 15 = 22
He gets a look towards the southern doors and the west, then advances a bit towards the east and waits for the rest of the party to decide.


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 at the doors to the south. He points to his eyes and ears.


hp 40/58 | AC 21 t. 16 ff. 16 (uncanny dodge, +2 vs traps) | CMD 18 | F +5 R +11 W +3 (+2 vs fear, +2 vs traps) | Ini: +7 | Senses: low-light vision +11 (+14 vs traps)
Skills:
Acro. +16, Appr. +5, Bluf +8, Climb +7*, C. (bow) +5, Dipl. +3, Dis.dev. +19, Disg. +3, Esc. art. +12,Intimidate+3, K. dung. +5, K. local +5, Ling. +6, Per. +11(+14traps), S.mot. +4, S.hand +9, Stealth +18, Swim +4*, UMD +8
Male Halfling Rogue 6 | Treasure sheet | - (Discontinued campaign)

Uldar nods to Trane and sneaks along the southern corridor trying to listen behind the doors.
Perception (+2 vs traps): 1d20 + 9 ⇒ (11) + 9 = 20


Male Dwarf Cleric 4| HP: 35/35 | AC: 19 (11 Tch, 18 Fl) | CMD: 15 | F: +6, R: +2, W: +7 | Init: +5/+7 if can act in surprise | Perc: +4 / +6 Eagle, SM: +7 | Active conditions: none

Brandor tries to stay as quiet as possible while following along.

Don't really have anything to add, just wanted to let you know I am still on board with where Uldar and Trane are leading...


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)

Garm attempts to quietly creep along behind the party as they head past the numerous hollow skulls and their deathly staring sockets. The limited illumination coming from Kenz's light stone only served to heighten Garm's apprehension.

Stealth: 1d20 + 13 ⇒ (20) + 13 = 33

Garm's fear serves to increase his carefulness as he deftly maneuvers around the skeletons without touching them.

Also chiming in. Forewarning, I maybe post intermittently this next week as I have taken vacation time off to get better acquainted with a particularly popular MMO that has an expansion this week...


male Human Fighter/4 HP: 47/48 AC:22/12/20 F:6 R:3 W:2 (+2 v fear) Perc:1 Init:4 Arrows:40

Kenz sweeps along with the group

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

The map has been uploaded. All squares from C 5-8 east through Y 5-8 are difficult terrain due to the huge litter of skeleton bones and broken armor and weapons.

Uldar starts sneaking down the southern corridor, ears and eyes keenly focused on perceiving unknown dangers. Several others of the party make their way into the hallway, Garm managing to make no noise at all!

As the group enters the large hallway, nine human skeletons spring up from the western portion and begin charging east to attack! At the same time, seven gnoll skeletons spring up from the eastern portion and begin charging west to attack!

Uldar:
You hear some foul creatures talking behind the western door in the south hallway...they sound like ogres!

Roll for Initiative!


hp 40/58 | AC 21 t. 16 ff. 16 (uncanny dodge, +2 vs traps) | CMD 18 | F +5 R +11 W +3 (+2 vs fear, +2 vs traps) | Ini: +7 | Senses: low-light vision +11 (+14 vs traps)
Skills:
Acro. +16, Appr. +5, Bluf +8, Climb +7*, C. (bow) +5, Dipl. +3, Dis.dev. +19, Disg. +3, Esc. art. +12,Intimidate+3, K. dung. +5, K. local +5, Ling. +6, Per. +11(+14traps), S.mot. +4, S.hand +9, Stealth +18, Swim +4*, UMD +8
Male Halfling Rogue 6 | Treasure sheet | - (Discontinued campaign)

Iniciative: 1d20 + 6 ⇒ (15) + 6 = 21

GM:

Can I have a feeling of their intentions? do they talk common?

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

Uldar:
Sense motive is the skill for determining intentions. However, they are talking in a language you are not familiar with.


I continue following along behind the rest of the group, down the narrow steps in the well and through the door into this skeleton-filled hallway. . .

I cast Mage Armor on myself, then do a perception check.

Perception: 1d20 + 6 ⇒ (4) + 6 = 10

Initiative: 1d20 + 1 ⇒ (19) + 1 = 20


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)

init: 1d20 + 3 ⇒ (15) + 3 = 18


Male Dwarf Cleric 4| HP: 35/35 | AC: 19 (11 Tch, 18 Fl) | CMD: 15 | F: +6, R: +2, W: +7 | Init: +5/+7 if can act in surprise | Perc: +4 / +6 Eagle, SM: +7 | Active conditions: none

Init: 1d20 + 0 ⇒ (9) + 0 = 9


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)

Seeing Kalizama cast a preparatory spell, Trane gets the features of a lion.

If we can buff ahead of time--totem xformation


male Human Fighter/4 HP: 47/48 AC:22/12/20 F:6 R:3 W:2 (+2 v fear) Perc:1 Init:4 Arrows:40

typical...
init: 1d20 + 4 ⇒ (5) + 4 = 9

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

Skeleton Initiative: 1d20 + 6 ⇒ (2) + 6 = 8

Initiative Order:

Group 1: The Players
Group 2: The Skeletons

Group 1:

Kalizama casts mage armor upon herself...

Trane prepares to transform himself plus any movement you choose to take.


hp 40/58 | AC 21 t. 16 ff. 16 (uncanny dodge, +2 vs traps) | CMD 18 | F +5 R +11 W +3 (+2 vs fear, +2 vs traps) | Ini: +7 | Senses: low-light vision +11 (+14 vs traps)
Skills:
Acro. +16, Appr. +5, Bluf +8, Climb +7*, C. (bow) +5, Dipl. +3, Dis.dev. +19, Disg. +3, Esc. art. +12,Intimidate+3, K. dung. +5, K. local +5, Ling. +6, Per. +11(+14traps), S.mot. +4, S.hand +9, Stealth +18, Swim +4*, UMD +8
Male Halfling Rogue 6 | Treasure sheet | - (Discontinued campaign)

If Garm is going to sing I will delay to have those bonuses xD


Male Dwarf Cleric 4| HP: 35/35 | AC: 19 (11 Tch, 18 Fl) | CMD: 15 | F: +6, R: +2, W: +7 | Init: +5/+7 if can act in surprise | Perc: +4 / +6 Eagle, SM: +7 | Active conditions: none

Brandor holds up the symbol of his god, and grumbles a chant, casting Bless upon the group. +1 morale bonus to attack and save vs fear

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

Brandor invokes the will of his deity, and the group receives a blessing!


hp 40/58 | AC 21 t. 16 ff. 16 (uncanny dodge, +2 vs traps) | CMD 18 | F +5 R +11 W +3 (+2 vs fear, +2 vs traps) | Ini: +7 | Senses: low-light vision +11 (+14 vs traps)
Skills:
Acro. +16, Appr. +5, Bluf +8, Climb +7*, C. (bow) +5, Dipl. +3, Dis.dev. +19, Disg. +3, Esc. art. +12,Intimidate+3, K. dung. +5, K. local +5, Ling. +6, Per. +11(+14traps), S.mot. +4, S.hand +9, Stealth +18, Swim +4*, UMD +8
Male Halfling Rogue 6 | Treasure sheet | - (Discontinued campaign)

With resolve Uldar sets a couple of arrows in his shortbow and fires them at two of the creatures approaching the party.
Shortbow+Rapid shot+Pointblank+Bless (to 3): 1d20 + 9 - 2 + 1 + 1 ⇒ (7) + 9 - 2 + 1 + 1 = 16
Piercing+Sneak attack damage: 1d4 + 2 + 2d6 ⇒ (3) + 2 + (3, 5) = 13
Shortbow+Rapid shot+Pointblank+Bless (to 4): 1d20 + 9 - 2 + 1 + 1 ⇒ (9) + 9 - 2 + 1 + 1 = 18
Piercing+Sneak attack damage: 1d4 + 2 + 2d6 ⇒ (1) + 2 + (4, 4) = 11

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

Uldar rapidly fires two arrows at the approaching skeletons who are not subject to sneak attacks this round, and each arrow strikes one of the foes! The shafts seem to glance through the bony framework of each foe, causing little, if any, damage!

Garm, Trane, Kenz...your turns please.


hp 40/58 | AC 21 t. 16 ff. 16 (uncanny dodge, +2 vs traps) | CMD 18 | F +5 R +11 W +3 (+2 vs fear, +2 vs traps) | Ini: +7 | Senses: low-light vision +11 (+14 vs traps)
Skills:
Acro. +16, Appr. +5, Bluf +8, Climb +7*, C. (bow) +5, Dipl. +3, Dis.dev. +19, Disg. +3, Esc. art. +12,Intimidate+3, K. dung. +5, K. local +5, Ling. +6, Per. +11(+14traps), S.mot. +4, S.hand +9, Stealth +18, Swim +4*, UMD +8
Male Halfling Rogue 6 | Treasure sheet | - (Discontinued campaign)

Are they not considered flatfooted? If they already moved in a surprise round I would say it is a bit unfair we did not get a perception chance to see them appearing around the corner or forming from the bones.

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master
Uldar Aren wrote:
Are they not considered flatfooted? If they already moved in a surprise round I would say it is a bit unfair we did not get a perception chance to see them appearing around the corner or forming from the bones.

They arose from a trap. I did not give them the surprise round. Am trying to keep the encounter on a somewhat even keel, translating it from 1st edition to Pathfinder rules.


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 (Religion): 1d20 + 8 ⇒ (5) + 8 = 13

Initiative: 1d20 + 2 ⇒ (18) + 2 = 20

Garm will backpeddle to N5 and cast a Silent Image of a solid stone pillar on the 5 ft square he is in. He is hoping that the likely unintelligent undead will ignore him.

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

Garm steps back and makes the image of a solid stone pillar appear where he formerly stood! Cool spell!

Garm:
What were you trying to determine from your knowledge Religion?


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)

DM:
To assess the defensive and then offensive capabilities of these creatures. Also whatever lore I can acquire about how they were made if it's something special. I.e. they were raised using the Animate Dead spell and infused with tragic laughter that grants them a special Tasha's Hideous laughter ability 1/day.

On a separate note, Silent Spell is very cool but don't forget that undead are immune to mind affecting effects! If any of them would be allowed a save versus it they will automatically succeed. Here's hoping they don't like running into pillars.


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)

"Hold a line here. Funny gnome, where's the music?"
Trane steps forward (P7) and readies an bite from the inevitable advance of undead.
readied bite power attack: 1d20 + 6 - 2 ⇒ (13) + 6 - 2 = 171d6 + 4 + 6 ⇒ (1) + 4 + 6 = 11
Bites considered B,P and S typically


The lion steps up on the other side of the human (P5) and follows her masters wishes and readies a bite.
readied bite power attack: 1d20 + 7 - 2 ⇒ (17) + 7 - 2 = 221d6 + 2 + 6 ⇒ (4) + 2 + 6 = 12

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