Temple of Elemental Evil - Delving the depths of the Abyss on Golarian.

Game Master Tirion Jörðhár

The classic AD&D Temple of Elemental Evil - with a Pathfinder and Golarian twist.

Village of Hommlet - with building numbers <-- Legend in Campaign Info


3,101 to 3,150 of 3,447 << first < prev | 58 | 59 | 60 | 61 | 62 | 63 | 64 | 65 | 66 | 67 | 68 | next > last >>

HP 25/25; Per +12 (+2 outside); AC 16, Touch 14, Flat 13; Gimpy HP 28/28; Per +6; AC 18, Touch 14, Flat 14

"Speaking for myself, of course you can use it Arindale. I mean, what would I do with that massive club - it's almost as big as I am!"

"Braden's right, though, that we should find someplace safe to rest down here. We've been in a running battle since we first got here, and this deep underground I just don't feel at home," Maegge says, trying to explain how he just couldn't seem to find his center to be in harmony with the natural world. Which is to say, I have only one non-orison spell remaining!


You have explored quite a bit of the dungeon. Let me know where you want to make camp, and what the watch schedule will be.


Male Human Cleric 3 (FC) AC 20 HP 29/29 F: +5 R: +2 W:+5 Perc: +2

This room stinks...let's stay in the Gnolls chamber. Do we want to look around for secret doors before we rest? Who else needs healing?

I have a couple of spells left I can cast to get people to full. Don't forget I healed everyone for 16 during and after the combat.


[(HP 20/26 | AC15 T11 FF13 CMD16 | F+2 R+4 W+2 | Inish +1 Per +3 S.M. +5) Female Suli Bard 3

"The gnoll chamber. Not as glamorous as the inn in Hommlett, but more reasonable on the prices I suppose. A quick search for doors does sound good. Don't want anyone sneaking in and disturbing our rest."

Well, Braden, Berashel and I all need 8 hours rest. Also I got curious how efficiently we could rest. So I made a spreadsheet!! God, I need to better divide work and play. (this is a link)


As a note:

You have not explored the three doors leading east out of the chamber where the first bugbear guards were. Also, there are effectively no doors into either the bugbear or the gnoll chambers. The closest door that you have explored is the one that goes south toward the crayfish, crypt and unsearched diagonal passage.


Male Aasimar (Angelkin) Paladin of Apsu (Oath of Vengeance) 2/Sorcerer (Gold Dragon Bloodline) 1 Hps 31/31 AC 20 FF 19 T 11 CMD 16 Fort +8, Ref +4, Will +8 Init +1 Per +5

After receiving the healing from Arindale, Berashel heals himself

2 LoH: 2d6 ⇒ (6, 3) = 9

Hps 27/29, a rest will bring him to full


Dwarf Rogue 3 (hp: 31/31, AC 18, Touch 14, Flat 14, Perception +7 (+9 Traps), Stealth +13)

"Ahh dannae like the idea of hangin aboot in a gnoll chamber, but then again, the service isnae that different frae the welcome wench! Jist wake me up when yae want me tae keep watch."


Here is the current dungeon map if anyone is wondering what has been searched.

Current Map

I just need confirmation of where you want to make camp. It sounds like the gnoll chambers from what I have heard so far.


Male Human Cleric 3 (FC) AC 20 HP 29/29 F: +5 R: +2 W:+5 Perc: +2

Actually let's go back to where our mounts and AC are. We wouldn't leave them alone overnight.


In that area, you have the torture chamber, the small rooms where the zombies were, the ogre room, the cell/larder by the ogre room, and the two storage rooms where the stacks of weapons had been hidden. Or just the main room where the emerald oozes were and later the crossbow trap.


HP 25/25; Per +12 (+2 outside); AC 16, Touch 14, Flat 13; Gimpy HP 28/28; Per +6; AC 18, Touch 14, Flat 14

One of the storage rooms would be best.


Hobbit [hp = 19/22; AC14/T14/ff11; F +1; R+3; W+4 CMD 12]

"We can retreat outside and camp just out of sight of the moathouse."


Dwarf Rogue 3 (hp: 31/31, AC 18, Touch 14, Flat 14, Perception +7 (+9 Traps), Stealth +13)
Braden Montajay wrote:
"We can retreat outside and camp just out of sight of the moathouse."

"Ach, yae jist want tae pet the wee beasts that carry oor burdens! Ahh dannae ken what smells worse, the gnoll's den or the mounts."

Tybek won't agree with anyone, but outside is likely far better than inside the dungeon.


Male Human Cleric 3 (FC) AC 20 HP 29/29 F: +5 R: +2 W:+5 Perc: +2

I just didn't want them setting up another groups of guards to watch out for us.
Okay 1 for inside, 1 for outside, 1 for neither. Anyone else?


Male Aasimar (Angelkin) Paladin of Apsu (Oath of Vengeance) 2/Sorcerer (Gold Dragon Bloodline) 1 Hps 31/31 AC 20 FF 19 T 11 CMD 16 Fort +8, Ref +4, Will +8 Init +1 Per +5

Inside unless I already voted, then whatever I said before ;)


[(HP 20/26 | AC15 T11 FF13 CMD16 | F+2 R+4 W+2 | Inish +1 Per +3 S.M. +5) Female Suli Bard 3

Vote for inside, though a butterfly could easily distract Ranim.


Dwarf Rogue 3 (hp: 31/31, AC 18, Touch 14, Flat 14, Perception +7 (+9 Traps), Stealth +13)

"Ach! If yae want tae stay in the stink filled bug pit, then be mae guest, but gud luck gettin much sleep!"

Inside is fine!


Male Human Cleric 3 (FC) AC 20 HP 29/29 F: +5 R: +2 W:+5 Perc: +2

Arindale waives his just cleaned new Morningstar in Ty's face, Better than sleeping on the ground!
I think it's time for a drink to celebrate van...vanqui...vuh...to hells with it, defeating that evil priest of whatever!

And yes I know he was an oracle, not a priest...lol
Set a watch with the spellcasters at the beginning and end and the non in the middle.
Braden & Maegge, Ty & Ber, then Ranim and Arindale?


Hobbit [hp = 19/22; AC14/T14/ff11; F +1; R+3; W+4 CMD 12]

"So we are going to leave our mounts and stay inside?"
Braden seems confused.

He continues:
"It is safer inside than outside so we leave our mounts by themselves outside overnight? Please explain."


Just as a note - safety vs. comfort. Unless you want to camp in a hallway/central room, here are the likely options.

You have the ghoul warrens. Unlikely anyone will search for you there, although you cannot get your mounts there.

You have the ogre room - a little stinky, but only has one exit that needs to be secured. You can bring the mounts there.

You have the two storerooms. Not as smelly as the ogre room, also only with one door. The wall between the two storerooms is wood, but the rooms appear otherwise to be secure. You can easily get the mounts there.

You have the gnoll and bugbear dens. No doors to secure and you cannot get the animals there.

You have the crayfish room. Can't bring the animals, but has a source of clean water.

You have the crypt - big open area with lots of broken caskets and several dead and rotting ghouls.

You also have the upstairs - harder to secure and will leak if it rains, which it has not done in months other than an occasional massive storm. Finally, as mentioned, you have the outside which is mostly semi-dried swamp.


Male Human Cleric 3 (FC) AC 20 HP 29/29 F: +5 R: +2 W:+5 Perc: +2

The big storeroom that we got the weapons out of. We have the mounts in there with us. We will watch the secret entrance to the lower level from there.


Which secret entrance to what lower level? You know about the stairs from the upper level (emerald jelly/Tybek crossbow trap) and you know about the passage through the pillar in the torture room that lead to the ghouls. Is there another secret passage I have forgotten about that you discovered?


HP 25/25; Per +12 (+2 outside); AC 16, Touch 14, Flat 13; Gimpy HP 28/28; Per +6; AC 18, Touch 14, Flat 14

Maegge won't stay anywhere Gimpy can't access; overall, the storeroom(s) is the best option.


Male Human Oracle (FC) 15 Init: +8 Perc: +0 AC:24/14/20 F:+13 R:+14 W:+15 HP:124/124 Freedom of movement, Resist Cold/30, Air Walk 30'

Pillar passage. It was also a hidden entrance right?


Dren of the Dark Tapestry wrote:
Pillar passage. It was also a hidden entrance right?

Hmm Dren - wrong campaign. Go back to your evil ways and leave these nice confused do-gooders alone.

You can easily rest in the pillar passage, but the animals cannot be gotten in there. The riding dog you may be able to coax down, the stag will not fit.


[(HP 20/26 | AC15 T11 FF13 CMD16 | F+2 R+4 W+2 | Inish +1 Per +3 S.M. +5) Female Suli Bard 3

We're going to need to find a way to shrink your AC, Maegge.


Hobbit [hp = 19/22; AC14/T14/ff11; F +1; R+3; W+4 CMD 12]

"Big store room?? I can do that--let's get Gimpy."


Male Human Cleric 3 (FC) AC 20 HP 29/29 F: +5 R: +2 W:+5 Perc: +2

Sorry my responses have confused people. Basically my thought was to stay in the storeroom but just keep an eye out for things coming from down below so we don't get surprised.
We can move on :]


Dwarf Rogue 3 (hp: 31/31, AC 18, Touch 14, Flat 14, Perception +7 (+9 Traps), Stealth +13)
Braden wrote:
"Big store room?? I can do that--let's get Gimpy."

"Aye, just make sure he does his business outside first! Ahh dannae want tae be smellin his aroma all nicht!"


HP 25/25; Per +12 (+2 outside); AC 16, Touch 14, Flat 13; Gimpy HP 28/28; Per +6; AC 18, Touch 14, Flat 14

"Of course I'll make sure he goes outside," Maegge scoffs before continuing in a more teasing tone. "Why? Afraid it might be better than sweaty Dwarf?"

Maegge grinned to show he wasn't being serious.


Male Aasimar (Angelkin) Paladin of Apsu (Oath of Vengeance) 2/Sorcerer (Gold Dragon Bloodline) 1 Hps 31/31 AC 20 FF 19 T 11 CMD 16 Fort +8, Ref +4, Will +8 Init +1 Per +5

Berashel uses prestidigitation to clean up and freshen the room the best he can to make their stay it in more enjoyable. Once completed he finds a corner and sits going over the battle with the gnolls, trying to learn from the fight so he can apply it to the next one.


Hobbit [hp = 19/22; AC14/T14/ff11; F +1; R+3; W+4 CMD 12]

Braden rides Dworkin to the room to camp. He pats Gimpy as Maegge and he move the mounts to the room from outside. The older hobbit seems in a crotchety mood.

"I still don't have enough money to pay my debts. I still owe the bond on Dworkin here. And the big ones don't even care if our mounts get stolen or eaten."


Meaningless Rolls:

1d10 ⇒ 6

After taking a beating at the hands of the bugbears, but feeling that the beating was returned twofold, the party again retreats back past the angled passage with the lowered portcullis, around the twisty passages and into where they met the first gnoll guards. After listening at the door from the gnoll area, the party quickly shuffles past the long angled passage that has not been searched, into the eerie tiled entrance to the crypt, through the splinter covered floor of the despoiled crypt where you almost feel the malevolence of those who had been buried here. Finally, the party reaches the naturally carved out tunnel which leads to the base of the pillar in the torture room where Gimpy and Dworkin are patiently waiting.

Once back, the party retreats to the southern storeroom where they securely fasten the door and settle in to get some rest. About an hour after getting to the room, the party hears a loud creaking from above. Everyone hopes this is simply the wind moving the ancient rotted timbers in the moathouse above.

Perception DC25 (Berashel or Tybek):

About an hour into your watch, you hear a distant creaking as though metal were being scraped on metal.
If you made this perception check, time wise, the next perception check is about two minutes later.

Know(engineering) DC15 - if you made the DC25 Perception:

This sounds more like a chain on some type of pulley.

Perception DC18 (Berashel or Tybek):

You suddenly hear voices in the room outside. You cannot hear exactly what is being said.
. . . worthless bugbears . . . master angry . . . new recruit . . .
You then hear footsteps on what sounds like stairs before the voices go silent. A few minutes later, the voices return, but you cannot hear what they are saying.

About three minutes later you hear a loud clang as though metal were striking stone.

Please let me know if you do anything during this time. The casters have not had enough time to recover their spells.


Hobbit [hp = 19/22; AC14/T14/ff11; F +1; R+3; W+4 CMD 12]

During the night, Braden has a dream of his nephew Falco coming after him on an undead wolf with glowing eyes.

He murmurs, 'NO FALCO' but returns to sleep.


Dwarf Rogue 3 (hp: 31/31, AC 18, Touch 14, Flat 14, Perception +7 (+9 Traps), Stealth +13)

Perception: 1d20 + 7 ⇒ (2) + 7 = 9

Tybek is too distracted with his own bad mood to notice anything of importance, but he does take out his pocketwatch to check the time.

"Dae yae ever notice how slow time gaes when yae arnnae havin fun?!"


Male Aasimar (Angelkin) Paladin of Apsu (Oath of Vengeance) 2/Sorcerer (Gold Dragon Bloodline) 1 Hps 31/31 AC 20 FF 19 T 11 CMD 16 Fort +8, Ref +4, Will +8 Init +1 Per +5

Perception: 1d20 + 5 ⇒ (14) + 5 = 19

Berashel hears some voices and signals Tybek. He quietly says, [smaller"Ty I think someone is out there in the next room and they are saying something about the bugbears. I think we better get everyone up. and ready just in case"


Dwarf Rogue 3 (hp: 31/31, AC 18, Touch 14, Flat 14, Perception +7 (+9 Traps), Stealth +13)
Berashel wrote:

Berashel hears some voices and signals Tybek. He quietly says, "Ty I think someone is out there in the next room and they are saying something about the bugbears. I think we better get everyone up. and ready just in case"

At Berashel's warning, the dwarf, quickly becomes alert. Without speaking a word, he draws his axe and goes back into "rogue" mode.

Tybek tries again to hear what Berashel is talking about.

Perception: 1d20 + 7 ⇒ (14) + 7 = 21


Male Human Oracle (FC) 15 Init: +8 Perc: +0 AC:24/14/20 F:+13 R:+14 W:+15 HP:124/124 Freedom of movement, Resist Cold/30, Air Walk 30'

Lets go give em a surprise! he whispers.


HP 25/25; Per +12 (+2 outside); AC 16, Touch 14, Flat 13; Gimpy HP 28/28; Per +6; AC 18, Touch 14, Flat 14

Maegge sleeps like a log, curled up against the laying-down elk.


Let me know what you want to do. Spellcasters have not gotten enough rest, or praying/studying to recall their spells.

Options are charge out and attack, attempt to follow, or let them go and finish resting. Or something else.


Hobbit [hp = 19/22; AC14/T14/ff11; F +1; R+3; W+4 CMD 12]

Assuming I am wakened, ignore if not.

Braden whispers:
"No need seeking a fight, let's wait in ambush. If they come this way, they get what for."


Male Aasimar (Angelkin) Paladin of Apsu (Oath of Vengeance) 2/Sorcerer (Gold Dragon Bloodline) 1 Hps 31/31 AC 20 FF 19 T 11 CMD 16 Fort +8, Ref +4, Will +8 Init +1 Per +5

Berashel would wake the others and wouldn't charge out until others are ready if they were going to attack which he is ok on waiting and being ready with his sword in case they come through our door.


Dwarf Rogue 3 (hp: 31/31, AC 18, Touch 14, Flat 14, Perception +7 (+9 Traps), Stealth +13)

"If somebody could gie me some healin, Ahh wid go doon thair and smash it tae pieces, but Ahh'm nae daft enough tae try it in mae condition!"


Male Human Cleric 3 (FC) AC 20 HP 29/29 F: +5 R: +2 W:+5 Perc: +2
Arindale wrote:

This room stinks...let's stay in the Gnolls chamber. Do we want to look around for secret doors before we rest? Who else needs healing?

I have a couple of spells left I can cast to get people to full. Don't forget I healed everyone for 16 during and after the combat.

Pay attention Ty, I healed the group 16 during and after combat and offered up healing ealier per above :]

What is your current HP after this? If needed I have two first level spells left.

We are in no shape for a fight...I am okay waiting as well. he whispers.


Just to confirm, you are not all charging out?


Male Human Cleric 3 (FC) AC 20 HP 29/29 F: +5 R: +2 W:+5 Perc: +2

Arindale puts his hand on Ty's shoulder, If the Necromancer is out there we are in no shape to take him, let's see if we can wait him out. Keep an ear to the door for now.

He is not smart enough to connect the dots that the Shamen might have raised the Ogre...he really wants to fight the evil Necromancer.


Dwarf Rogue 3 (hp: 31/31, AC 18, Touch 14, Flat 14, Perception +7 (+9 Traps), Stealth +13)
Arindale wrote:

channel positive energy 2d6 ⇒ (5, 1) = 6

channel positive energy 2d6 ⇒ (1, 1) = 2

Sorry, Arindale, I will take your word, but I just cannot find it. :-) If it is ok with Chaos and everyone, I will just put Tybek up to full.

Arindale wrote:
"If the Necromancer is out there we are in no shape to take him, let's see if we can wait him out. Keep an ear to the door for now."

"Ach! Ahh hate waitin, but, Ahh'll dae what we need tae, tae tak oot the bastard!"


Male Human Cleric 3 (FC) AC 20 HP 29/29 F: +5 R: +2 W:+5 Perc: +2

You will be at 29 but should be at max once we rest...if we rest...


Yup - you will all be at full when you wake up as long as you do not get into any fights while sleeping in a monster infested dungeon.

So, back to sleep and memorizing spells?


Hobbit [hp = 19/22; AC14/T14/ff11; F +1; R+3; W+4 CMD 12]

After Braden points out that he was right-- they should be outside, he returns to sleep.

3,101 to 3,150 of 3,447 << first < prev | 58 | 59 | 60 | 61 | 62 | 63 | 64 | 65 | 66 | 67 | 68 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Temple of Elemental Evil - The black heart of natural catastrophe. All Messageboards

Want to post a reply? Sign in.