Author
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Comment
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HeresDaryl
Memunite
(11/28/03 8:27 am)
Reply
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quite possibly the end...
It's too painful for me to go through the full blow-by-blow account, but five PCs - and a Cohort - went into area 29 and only one PC came out...
There was:
Merinid - Drow Wizard 11
Tel - Human Psychic Warrior 12
Darkblade - Aasimar Paladin 6/Templar 4/Divine Champion 2 of Kelemvor
Ismene - Half-Elf Paladin 5/Monk 6 of Kelemvor (Darkblade's Cohort)
Grinder - Shield Dwarf Fighter 11
Zak - Half-Drow Rogue 6/Harper Scout 5/Ranger 1
They were up against Estalion, Dugart (and planar ally), Thuchos Nalred, Susain Carun and the four remaining elite Ogres. Things started off good for the PCs, With Susain almost going down right at the get go. Estalion had little impact through the whole battle, but the others all made their presence count. Tel was knocked unconscious by the fully boosted Thuchos while he was trying to finish off Susain. Thuchos also accounted for Darkblade, critting on an attack of opportunity when the Templar charged him. Then Merinid cast a maximized disintegrate at Thuchos, which still didn't kill him, but set him up for a cone of cold, which unfortunately killed Tel aswell as the Doomdreamer. Merinid had taken a vicious hit from Thuchos before killing him and was put on the defensive for most of the rest of the fight.
All this while Grinder had been facing off against Dugart and two Ogres, and doing pretty good, too. He was forcing Dugart to keep healing himself, and managing to avoid the attacks of the Ogres. When Dugart did cast Slay living (twice) Grinder managed to resist most of the effect, but finally the cleric forced a Harm through, leaving Grinder perilously vulnerable, and of course that was the round that the Ogres finally got some good rolls... down went Grinder. Ismene and Zak had been harrying Estalion and had worn him down to single digit hits when Susain managed to catch Zak with a Harm aswell, he failed the save and was slain. This left Ismene & Merinid (who was invisible). Ismene was butchered by the remaining two ogres and Merinid Dimension Doored back to the landing, to find the rest of the group, who were exploring the other parts of the complex (their players weren't around).
So, I'm at a king of a loss as to what to do... the only PCs left are Merinid, Omar & Storn, and there's no way to realistically introduce new characters now... if anyone has any good ideas, I'm open. My only half-a-plan so far is the introduction of divine intervention or a major artifact, producing a revenant like effect... ie returning the characters to a semblance of life to finish their quest, not granting any XPs or advancement, and they die for good when their task is complete (or if they're killed again). This would only occur if the remaining PCs (and allies) managed to capture and rededicate the temple.
Like I said, any suggestions are welcome! Help me out here!
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DestyNova1
Memunite
(11/28/03 8:35 pm)
Reply
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Ideas
Since they seem to have made contacts amongst the dwarves/other people. Perhaps a rescue party could teleport in with some clerics who could do raises/ressurects. And could also cleanse the temple for the 'walking dead' idea.
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Infiniti2000
Cherub
(11/29/03 8:46 pm)
Reply
ezSupporter
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Re: quite possibly the end...
Ouch. There's no reasonable way to return the PC's without some sort of deus ex machina (divine intervention, so to speak). Not only are they dead, but the bad guys have the bodies AND equipment. Something must be done and done quickly. Two options:
1. Merinid, Omar, and Storn go back to get the bodies and then get out of there, returning to hte main city, whereby the leaders recognize the efforts and grant true resurrections all around. This will help maintain what little morale and motivation remains in the players.
2. A single wizard teleports in (call him Sylvan). Sylvan happens to have a ring of three wishes with, say, 2 wishes left. One can be used to regain the bodies and the other can be used to bring everyone back to the main city for option #1 above, or it can be used to raise the dead. This latter would not be multiple true resurrections, however, that's just too much IMO. However, you can have it be a specially divine Wish, so to speak.
While normally I argue against deus ex machina, in order to give these players the morale and motivation, in this case it's justified. Good luck!
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Shazzbot
Mortal
(12/7/03 10:51 am)
Reply
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Re: quite possibly the end...
Any chance you could give me more info on the adventures you ran before rtttoee to get the pcs to the right level? Sounds interesting. I'm enjoying the log by the way allthoug as a novice dm i have litle to say regarding your problem, sorry dude.
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HeresDaryl
Memunite
(12/8/03 8:47 am)
Reply
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Salvaged, for now at least
Hi Shazzbot, to be honest I can barely remember the first group's early adventures... I think they were part of a militia out of Waterdeep, following a goblin warband which had been raiding outlying villages. It developed into a bigger affair, with Hobgoblins, Bugbears & Worgs involved as well. I only needed to get them to 3rd level, instead of 4th, since I had a big group...
As to my latest quandry - Merinid escaped from area 29 and returned to Omar, Storn and their allies. The Hound Archon informed them that the altar stone had actually been taken from a truly ancient holy site, sacred to Chauntea, from a time before she was even known as Chauntea. This artifact held the gift of life within it, if it could only be reconsecrated with the Archon in attendance. To do that though, the remaining Doomdreamers had to be slain.
Merinid was now down to his last couple of spells & scrolls of Dimension Door and Teleport, but he was able to take himself, along with Omar, his cohort Sandoval & Storn, back into the temple, to the side of the altar. Polledyr, the Archon, used his own innate abilities to teleport himself right onto the dais. This time round the battle was much more one sided... Storn cast two blade barriers, removing the tow remaining Ogres from the fight killing Estalion outright and contributing heavily to the death of the Retreiver. Dugart put up a good fight, using Bolts of Bedevilment to good effect, but eventually he was overwhelmed by Sandoval, Polledyr & Rend (who Merinid had fetched). Susain Carun was very badly wounded, but managed to duck through the curtain into area 30. Merinid had a peak through one of the side entrances and spotted Kex the Beholder floating just below the Ceiling.
In the aftermath, the party searched the temple and found the bodies of their fallen comrades. They also looted the fallen Doomdreamers, needless to say. Then, with all the slain gathered around, Storn cast Consecrate on the altar. Through the conduit of Polledyr, the power of the stone manifested in a tremendous wave of holy energy... this vaporised the slain Doomdreamers (and even did enough damage to finish Susain Carun off) and most importantly, revived the fallen PCs! They woke, fully healed and refreshed (Omar, Merinid & Storn also felt completely rested, ready to prepare more spells). Only the followers of Kelemvor did not awake, their god choosing to keep them at his side. When the brilliant glow died down they could all see a vision of very young human girl-child, dressed in primitive hide garments, standing atop the altar. Polledyr was shedding tears of rapture and the others just stood, dumbstruck. Within their minds each of the risen PCs heard a voice whisper 'you have been granted one day, use it well'.
The group spent a while preparing themselves, saying goodbye to Polledyr, who felt that his part had come to an end. Once ready, the party stormed through the side entrances into the rear temple... Rend the wolverine was the only one to fail to penetrate the forbiddance on the first attempt. Kex, from his elevated position, launched a barrage of rays at Grinder, a Charm Monster, followed by a Charm Person, followed by a Sleep, and the Dwarf resisted all of them! Storn placed a Blade Barrier 5ft below the ceiling, catching the beholder and forcing it lower, before Merinid caught it with a maximized disintegrate, ending that fight. The Second put up slightly more of a fight, but once Merinid spotted it and limned it with Faerie Fire, Sandoval the archer punished it terribly and Storn and Omar rained Flame Strikes on it, destroying it. Zak & Rend had both been affected by its slime attack, but Omar & Storn were able to remove the disease before it took hold.
Thats where we stopped last night, ready to pick up with the final stages of the adventure, next Sunday most likely.
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Infiniti2000
Cherub
(12/8/03 10:48 am)
Reply
ezSupporter
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Re: Salvaged, for now at least
Very Cool! Tell the players we're rooting for them.
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HeresDaryl
Memunite
(12/10/03 4:21 am)
Reply
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Re: Salvaged, for now at least
I'll let them know, hopefully it will inspire them to great things!
Going into the home straight, the party is as follows:
Tel - Human Psychic Warrior 13
Grinder - Shield Dwarf Fighter 12
Storn Gold Dwarf Cleric 7/Divine Disciple 5 of Tempus
Zak - Half Drow Rogue 5/Harper Scout 5/Ranger 2
Omar - Human Druid 11 (cohort & animal companion)
Merinid - Drow Wizard 11
They're pretty fresh as far as spells available and so forth, but they've only got about 23 hours left before Tel, Grinder & Zak are 'called back'... so they'll have to go non-stop right to the end. It's a big ask, but I'm backing them to pull it off!
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HeresDaryl
Tolling Bell Cultist
(12/15/03 4:16 am)
Reply
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The Fire Node
After defeating Kex & the Second, the party was rummaging around in the inner temple chamber when Zak heard some movement from the main hall area. Zak, Omar, Storn & Grinder all went to investigate, while Merinid checked the back (illusory) wall of the room. He quickly discovered that it was an illusion and poked his head through... to meet the gaze of an Abyssal Greater Basilisk! He lucked out on the Fort save and ducked back out of sight - he had noticed that the monster was chained to the wall of the corridor about 30ft from the entrance. The others could make see nothing out in the front temple area so Storn moved back and cast some healing magics on Tel & Merinid. Merinid informed them of the hidden corridor and it's guardian.
Zak, who had activated his Ring of Invisibility, finally thought to cast see invisibility... and spotted a finely dressed figure, humanoid, with the head of a tiger... lurking in a far corner of the chamber. Just at that moment, the Rakshasa and it's companion on the far side of the chamber started casting, trying to Suggest that Omar & Grinder flee from this deadly place. Both PCs saved so we went to initiative. A few rounds of battle ensued before the last combatant showed up - the purple worm, coming to investigate the mass of vibrations. The Rakshasas were under control at this stage, just taking a long time to beat down due to their DR, so Grinder charged the worm. It reared up and lashed out, catching the Dwarf in its maw. On it's next round it swallowed him and then lashed out at it's newest opponent, a Huge Earth Elemental, summoned by Omar.
Due to an unfortunate incident involving a Behir, many moons ago, in a campaign far, far away... all of my players carry a dagger in their boot - usually referred to as a 'swallowing dagger', even as written on their equipment page! The sole purpose for this weapon is to cut themselves out in the event of being swallowed by something. So it was that Grinder was able to carve his way out of the purple worm in just one round. He spent the next round trying to carve his way back in, to recover his axe! This damage, on top of the pummeling from the Elemental, was enough to kill the worm. One of the Rakshasas was dispatched by Tel & Zak soon after, but the one engaged with Storn managed to cast invisibility and slip away down the nearest corridor... towards the Fire portal. Storn gave chase and stepped into the circle. He disappeared just as Omar's cohort Sandoval rounded the corner. He called back to the others that the priest had vanished!
Merinid made his way speedily into the portal room and started trying to analyze the silver inscribings. After a couple of rounds, when he could hear Tel approaching, he also stepped on the circle, and vanished. Tel didn't even bother checking, just running into the circle and following his comrades. When Merinid & Tel arrived they discovered Storn, under the effect of righteous might, standing over a slain Noble Salamander, battling a huge fire elemental. Merinid cast a cone of cold at it, despite the hindrances to such magic in this place, before Tel and Storn finished it off. The three of them then started to search the surrounding chambers and examine the circle in the middle of this room, hoping to find a means to get back to their friends.
Meanwhile, Omar (with Sandoval & Rend), Zak & Grinder had decided to slay the basilisk beast and find out what it was guarding. They charged in as a group, hoping to ruch the beast before it got a chance to use its dire gaze. They weren't quick enough. Zak & Sandoval both got petrified before they even closed on it. Once Rend and Grinder got within melee range however, it was a short fight. Grinder has Blind Fight, so he kept his eyes closed, and Rend had a hefty Fort save. They tore it apart with little difficulty. Omar left Grinder to search the room beyond while he went to look for Storn or Merinid, in the hopes that one of them would be able to restore Zak & Sandoval to flesh.
Along with Rend he made his way to the portal room. He felt he had little choice but to follow his comrades, so he stepped into the circle and they were transported to the fire node. The other three were still in the arrivals hall, searching for a way back. Unfortunately the sounds of the battle against the Salamander had roused the locals, and the Rakshasa had informed them of what they faced. As the PCs were searching they were assaulted by Fire Giants, coming in three waves. Omar came to the fore here, summoning a Huge and a Large Earth Elemental, maintaining control of them and bashing the snot out of the giants! Tel & Storn also carved them up and Merinid possessed one and attacked another, keeping two of them occupied. The party won this one with no casualties, though they are getting low on spells and power points...
Sunday could very well be the last session, second last for sure.
Tel - Human Psychic Warrior 13
Merinid - Drow Wizard 12
Storn - Gold Dwarf Cleric 8/Divine Disciple 5 of Tempus
Grinder - Shield Dwarf Fighter 12
Zak - Half Drow Rogue 5/Harper Scout5/Ranger 2
Omar - Human Druid 12
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HeresDaryl
Tolling Bell Cultist
(12/17/03 3:09 am)
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Re: The Fire Node
Just a quick preamble before the grand finale...
I've taken a good look at the three bad guys involved and I think Imix is the only one I'm happy with as-is (once I convert him to 3.5, of course). Lareth is pitifully week - any one of my PC's cohorts grandmothers poodles could smack him up and down the fire node without breaking a sweat (even with all that heat!). So I'm going to boost him up in power, and since the whole place is already kinda elemental-heavy, I was thinking of boosting his Cleric levels to 11 or 12 and then making him a Lich. I know its a big jump, but otherwise he'll get whacked in no time.
I'd also like to make Maliskra a little more dangerous, without just adding more levels etc. I may rework her feats and maybe shuffle a point or two of her abilities, to make her gaze attack a little nastier (it's way too easy to resist as written) and I was also considering maybe adding the half red-dragon template... any body got any interesting builds that compliment a half elemental medusa. I'm even willing to ditch her cleric/DD levels if I get a better idea.
Let your creative juices flow!
I await your contributions eagerly
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Infiniti2000
Brother of Venom
(12/17/03 5:00 am)
Reply
ezSupporter
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Re: The Fire Node
I would not use a lich for Lareth. I think boosting his levels and using the four half-elemental templates is more than sufficient and certainly interesting enough. If you don't like all the half-elemental templates, perhaps a half-grell for Lareth and/or Maliskra? As for the medusa, keep in mind that the only reason she is there is because she IS a Doomdreamer. Taking that away from her ruins her story element inclusion. I'd not change her except perhaps to add more cleric levels, or perhaps a second prestige class (Heirophant?).
Beware too much boosting. Not just because you will get a TPK, but because Imix is supposed to be the BBEG and if Lareth himself could kick Imix's ass, the whole fight will be badly anticlimactic.
IMO, the best tactics to use would be to have Lareth and Maliskra buff up Imix just before batttle, making them sufficient level only to get the buff spells you want. They should be well aware of the party's best attacks at this point and she easily counter them.
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HeresDaryl
Tolling Bell Cultist
(12/17/03 6:56 am)
Reply
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Re: The Fire Node
Thanks for the thoughts... it got me thinking about Lareth alright. I still want him to last more than one round of battle, so I think I'll give him 1 more level of Cleric and perhaps use the Vampire template (or maybe a Curst, from Monsters of Faerun??) since he was killed anyway - no one said the champion had to be living!
As far as Maliskra goes, I think I'll give her one more level of Doomdreamer and rejig her feats to optimize her gaze attack... depending on how she's shaping up, I'll decide whether or not to apply the half-dragon template too.
Thanks again for the input... I'll post how the fight goes on Monday most likely... looks like we'll finish just in time for christmas, only 14 months after we started =0)
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Thrommel
Runechild (mod)
Council of Magisters
(12/17/03 7:56 am)
Reply
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Re: The Fire Node
IMC, I used a boosted 11th level Tessimon instead of Maliskra. Lareth and Tessimon buffed Imix, and then retreated behind an Anti-Life Shell. This effectively kept the power meleers at bay. If Tessimon and Lareth then concentrate their attacks on mages and archer characters, they can stay in the fight a good long time.
Don't forget that Lareth can use the rod of force to great effect - that blast of force is nasty. And Tessimon should be using the Orb of Oblivion (mass suggestion, flame strike, summon monster VIII & VII are all nice options).
To organize things, I wrote up full stat sheets of the three combatants along with extra round-by-round powerup and combat notes like this:
Lareth power-up suite:
1 - shield of faith (+3 deflection bonus - 11 minutes), aid (+1 attack, 2 temp hp's)
2 - move to Imix, aid on Imix (+1 to attack, 6 temp hp's), shield of faith on Imix
3 - invisibility purge on Imix, shield other on Imix, -delay if necessary-
4 - sanctuary on Imix, move back to Tessimon
Tactics:
1 - confusion, rage (+4 str, +4 con, +2 to will saves)
2 - cure critical wounds on self, blast of force
3 - blast of force, cure critical wounds
4 - cure serious wounds, cure serious wounds
Spells in effect:
6th/13 - mass haste (+4 haste bonus to AC, extra partial action, 13 rounds)
3rd/07 - greater magic weapon (+2 -- staff normally masterwork, 7 hours)
3rd/07 - magic vestment (+2, 7 hours)
2nd/13 - cat's grace (+3 Dex, 13 hours)
2nd/07 - endurance (+4 Con, 7 hours)
2nd/07 - shield other with Imix (7 hours)
1st/07 - aid (+1 attack, +2 temp. hp's, 7 minutes)
1st/07 - shield of faith (+3 deflection, 7 minutes)
That way when a dispel goes off, you can just run down the line and check off what drops. I precalculated the bonuses and put them in the stat block. Then I'd just subtract whatever dropped if a spell expired or got dispelled. Very handy.
Good luck. As was mentioned, beware of boosting too much. The players really need to win this fight or the whole thing is anti-climactic. Worse comes to worst, give Imix some extra hit points (although spells are really his achilles' heel).
-Thrommel, who notes that underestimating the EL of a boosted encounter is his achilles' heel.
Edited by: Thrommel at: 12/17/03 7:58 am
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HeresDaryl
Tolling Bell Cultist
(12/17/03 9:16 am)
Reply
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Re: The Fire Node
That's great work Thrommel, gives me a template for keeping my ducks in a row. I've pretty much settled on undead Lareth Cleric 9... he will boost Imix, then boost himself with the full Cleric suite
Aid
Shield of Faith
Bulls Strength
Divine Favour
Divine Power
Righteous Might
Magic Vestment
Greater Magic Weapon
Then he can default all the rest of his spells to inflict, to heal his undead body.
As for the back-up, Tessimon has already been killed so I'll stick with Maliskra - to be used for nuisance spell value (holds, dispels, Blindness etc.) and ranged attacks, including the powers of the Orb.
Edited by: HeresDaryl at: 12/17/03 9:37 am
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Thrommel
Runechild (mod)
Council of Magisters
(12/17/03 11:04 am)
Reply
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Re: The Fire Node
This trick is finding the time to fire off all those spells. How are you planning on warning the NPC's?
IIRC, my spellcasters were hasted when I ran it, they could buff in 4 rounds. But that was 3E style.
Also, my players had a habit of waiting an extra long time when they knew the enemy had been alerted. That way the NPC's burned any short term buffs they might have thrown up. (If the duration on those buffs is winding down, then the NPC's almost have to charge out and confront the party on its terms.)
Note that the shield other did not do much, Lareth crumpled under the PC's onslaught. He just doesn't have the hp's or the healing power to keep up.
The anti-life shell was incredibly effective, however. Tessimon sat around for ages because they had no real ranged weapons to bring to bear and had burned all their spells on Imix.
In the end, she touched the Orb of Oblivion to her head and plane-shifted out of there. A bittersweet ending if there was one.
-Thrommel, who loves hisself a good recurring villain.
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HeresDaryl
Tolling Bell Cultist
(12/18/03 1:11 am)
Reply
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Re: The Fire Node
As noted in one of the session logs, one of the Rakshasas from the RT made it to the Node, and made his way straight to Imix, so they know the good guys are around. They'll gather some of the other node forces to wait nearby and once the PCs show up, Lareth will throw up a wall of force from the rod in front of himself, Maliskra & Imix. Then the Efreeti & Bodaks will attack the PCs while the other 3 get buff.
If the PCs decide to bug out of the node without confronting Imix... well then Imix & co. will go for the big one - they'll travel to the RT and attempt to perform the ritual to release Tharizdun. I'll just make it so as they arrive while the party are still there!
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HeresDaryl
Tolling Bell Cultist
(1/5/04 9:30 am)
Reply
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The end of the world as we know it, and I feel fine!
Lets recap quickly. We left off with Zak & Sandoval petrified by an Abyssal Basilisk, Grinder staying with them while Omar went to find Merinid or Storn in the hopes that they could restore them somehow. Omar had thus stepped through the portal to the fire node where he aided his comrades Merinid, Tel & Storn in defeating an onslaught of Fire Giants.
We picked it up at exactly this point. The 4 guys (plus Rend) in the fire node were trying to figure out a way back while slowly getting roasted alive (the 1 damage a minute). Grinder wandered up into the inner area of the temple to see what it was that the Basilisk had been guarding. It turned out to be a modest amount of coin, several pieces of jewellery and statuary and a scroll case with 4 scrolls. Grinder desperately hoped that they were scrolls of Stone-to-Flesh (which two of them were... you take precautions when you keep a Basilisk as a pet) though he had no way of knowing or of using them even if he did know. That's when I introduced my new NPC, who also serves as the primary campaign hook for adventure beyond the Temple of Elemental Evil.
Grinder heard a voice call out, and looking through from the back of the Illusory wall he could see what appeared to be a tall, broad-shouldered Elven Warrior, calling out for Templar Darkblade of Waterdeep...
The Dwarf sighed wearily and marched out to meet this latest turn of events, with his hand never straying far from the hilt of his axe. The Elf introduced himself as Mourel Seldar, and informed Grinder that he had ridden hard for 18 days out of Silverymoon to offer his aid to the noble Paladin and his worthy comrades, in the hopes that, once their own valiant quest was complete, they would deign to accompany him on a mission both worthwhile and rewarding?? Grinder rather gruffly informed the newcomer of the demise of Darkblade and the limited time remaining to 3 others of the group. Mourel expressed his regrets for such a cruel fate but insisted that he wished to help nonetheless. Grinder tossed the scroll case to him and, gesturing over his shoulder to the two petrified figures, said 'you can start by trying to restore my friends to the flesh'.
I'll post more later tonight or tomorrow some time
Edited by: HeresDaryl at: 1/5/04 9:32 am
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HeresDaryl
Tolling Bell Cultist
(1/5/04 1:17 pm)
Reply
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Re: The end of the world as we know it, and I feel fine!
Mourel is a powerful character... based loosely around the concept of a Middle Earth Elf, as best I could do it within the D&D system. He is a Half Celestial Star Elf (from Unapproachable East) Bard 16, though he will go to great lengths to avoid revealing his full powers or nature (I ditched the wings from the half Celestial template for a start).
Any how, he was able to decipher what the scrolls were and made his use magic device rolls to cast successfully from them. So now Zak and Sandoval were back to themselves, that group decided to go and find the other half of the party. Mourel asked if he could accompany them, and they all felt grateful enough to consent.
Meanwhile, in the fire node, the other PCs were getting a little worried. They lacked the attuned metal fork to Planeshift home and Merinid had not determined if he could use the Orb of Silvery Death to transport them back either. While they were searching the chamber for some other means of escape, they spotted movement from one of the adjoining tunnels... two cloaked humanoid figures, accompanying an enormous, flaming elemental being! Merinid immediately cast an Ice Storm on the group, though it did little damage. The three simply snickered before disappearing. Merinid instantly recognized their disappearance as a Planeshift. However, he and his friends had other concerns... out of the other passageways they spotted the approach of a pair of Bodaks and four Efreeti!
With nigh on cinematic timing, Grinder, Zak, Sandoval & Mourel all appeared in the centre of the chamber just as these new enemies closed. With the full party present and healthy the battle was a short one. Despite the node residents using their various spell-like abilities and special attacks, the PCs saved when it mattered and and hit back with brute force, quickly overpowering their opponents. As the last Bodak fell, screeching, the party was again left with the dilemma of how to return to Faerun, and in a situation to prevent the ritual being performed to release Tharizdun???
I'll post again tomorrow
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HeresDaryl
Tolling Bell Cultist
(1/5/04 4:30 pm)
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Pleased to meet you, won't you guess my name...
Now the whole party was tearing the fire node apart, trying to find a way to get back to the recovered temple, and taking 1 damage a minute into the bargain. This was when the whisperings began... the 3 'dead men walking' each heard a sibilant voice in their minds, promising to release them from their doom if they were willing to give up the Orb of Silvery Death. Merinid was also tempted, with promises of a way home, in exchange for the Orb. Finally, Merinid & Zak saw the source of these communications, the Glabrezu, who was invisible to the others. They spent some time negotiating with the fiend before finally agreeing to give him the Orb, in exchange for a Gate to the recovered temple (they realized that they would be unable to destroy the Orb of Oblivion but intended to keep it from the cult until they could hunt down the Demon and destroy both orbs).
While the party were passing through, the Demon had become visible, so the PCs could see it placing the Air & Water power gems into the orb while it grinned malevolently. However, Omar was one of the first through the Gate, and immediately started to shapechange.. into an Assassin vine? As Storn was stepping through, last of the group, Omar used his 20' vine reach to snake back through the gate as it was closing. He then declared an attempted disarm, to grab the orb and recoil back through the Gate before it closed! I couldn't believe he was going to try this, but I let him make all the rolls... the Glabrezu missed its AoO so they made their opposed rolls - Omar won! finally he had to make an initiative roll against the Fiend to get back through the gate before the Demon closed it, cutting him in half. Demon got 9, Omar got 10... thats just meant to be!
So they stepped through the gate into the main hall of the recovered temple, with the savage howls of fury echoing behind them.
And with Imix, Maliskra & Lareth already conducting the ritual to release their dark god
I'll post the grand finale tomorrow
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DestyNova1
Tolling Bell Cultist
(1/5/04 6:31 pm)
Reply
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Wow!
Now THATS thinking outside the box.
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Infiniti2000
Brother of Venom
(1/5/04 7:02 pm)
Reply
ezSupporter
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Re: Wow!
Omar is THE man! Definitely a cool finale brewing here!
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