Gold Community Okay -- Your Turn
    > Return to the Temple of Elemental Evil
        > Daryl's Campaign - Recovered Temple
New Topic    Add Reply

Page 1 2 3 4 5 6 7 8 9 10 11 12

<< Prev Topic | Next Topic >>
Author Comment
HeresDaryl
Faen
(8/7/03 6:58 am)
Reply
A New Hope...
Last night a newly configured party travelled from Waterdeep (accompanied by a contingent of 30 or so warriors - Darkblades followers) to Mt Stalagos. This group was comprised of:

Templar Darkblade (he ditched Fron and took on Ismene, a female Mnk/Pal of Kelemvor, as a cohort).
Truthseeker Tibidoc of Savras
Thorik the Savant - Dwarven Psion
Tel, a human psychic warrior
Van, a human rogue, ranger, fighter, shadow dancer
Malark of Tyr, an Aasimar Pal/Rog

All are level 9 except Darkblade.

They spent one night among the dwarves in the mines, while Darkblade & Ismene negotiated a barracks area for their small force. For the time being the dwarves are happy to accomodate them, as some sections of the mines are still unoccupied. Darkblade also spent 1,000gp to hire a swordmaster for a year to train his fledgling force. So the following day the party of six PCs set out, with their sole remaining greater key (Earth) towards the earth bridge. Thorik used invisibility on all of them and they crossed the bridge, unhindered. At the Earth door they spent a couple of rounds buffing and then opened it. They all slipped stealthily inside, still invisible, but all touching the ground except for Thorik, who was flying.

They had not made it far when the elemental stood up and shambled forward, using its tremorsense to pinpoint their location. Early in this fight, several of the guys cursed their choice of +2 keen weapons instead of a +3 blade... They were just nicking it, while it was pummelling them in return. The only one who made a serious impact was Tibidoc, using his 3 inherent Searing Lights aswell as his wand of magic missile to blast it to pieces, with the rest of the team acting as a meat-shield. Van had backed out of the fight to cover the corridor, so he saw the minotaurs approaching cautiously (3 of them replacing the 8 human warriors). He used his hide in plain sight to blend into the shadows, but I rolled a 20 for their spot and one of them charged him, hitting hard.

Thorik was having little effect against the elemental, so when he became aware of Van's predicament he flew closer. Van exchanged blows a couple of times before running, at which point Thorik mindblasted the trio of minotaurs. Two of them failed their save and were out of the fight, but the other ran at Thorik and hacked him with his axe, knocking him out. As the elemental finally succumbed to Tibidoc's onslaught the rest of the group butchered the minotaurs easily. They took a minute or so to get everyone back on their feet and battle-ready again and they started up the corridor. They went very carefully, lots of search checks & listen rolls and got as far as area 18.

We stopped there so we'll pick it up on Sunday, with the Fane forces readying to respond. Aramil will again feature prominently... I actually like having him as a vampire... reminds the PCs of the old maxim - 'Never leave a man behind'.

Edited by: HeresDaryl at: 8/7/03 7:04 am
Offgall Fizziwigg
Faen
(8/7/03 7:19 am)
Reply
Re: A New Hope...
Sounds like a good battle. It will be interesting to see how far they get without expending all their resouces. Looks like they used quite a bit in that fight, and they still have a lot to do and fight! The new group is an interesting mix. I like having the psionics in this module game.

I agree, having Aramil there is like a momento mori. It reminds them of their death - not that they need reminding! But he is an undead testament to their failure. :evil

HeresDaryl
Faen
(8/12/03 3:06 am)
Reply
Bizarre session!
We picked up again with everyone in area 18. They were also caught up by Raziel, the last member of the Waterdeep commando, a Human Fighter. So while a few party members covered each approach corridor, Tibidoc tried to access Hedrack's chamber. He failed the will save and got zapped. Then Malark tried it, and got really zapped (he's LG). So finally Thorik gave it a go and got in. He snooped around the room and got to the trunk. He had no notable skill in detecting traps, but decided to try and open the trunk anyway. So he rolled a fort save, and died! Tibidoc finally managed to get into the room and dragged Thorik out, and then Darkblade forced his way through the ward after one painful, failed attempt. Darkblade wisely dragged the trunk to the door and pushed it through. I also had Fron turn up at this point (since he had been previously blessed by the fire key, I decided he was here hunting vampires).

Darkblade then went back to searching the room, including the book case. Rolled 2 fort saves... got a 1! Darkblade drops dead inside the room! Meanwhile, outside, Malark the Pal/Rog tries to disable the glyph on the trunk. Fails by more than 15 and triggers the trap. Rolls a fort save, not even close to 24. He drops dead! So I now have 3 dead PCs, killed by a chest and a book case?? The rest of the characters carry them back and hightail it out of the fanes. They did manage to salvage Hedrack's journal out of Darkblade's dead hand. So they spent a night among the Dwarves, reading the journal (getting the important parts). In the morning Tibidoc raised Darkblade, who decided to spend some time in his new temple with his followers and declined to rejoin the mission.

The party picked up the last mercenaries still employed by the dwarves, a wood elf archer , a gold elf mage (disguised drow) and a human ranger. The mage just hung back and kept quiet (player was still making up the character until the end of the session... he just chipped in with Fron when it was time to fight). They headed back in through the earth door, past the rubble remains of the elemental and straight up the corridor as far as area 18. They saw that the trunk was no longer in the hallway, so they knew something was active in the area. They cautiously made thier way through area 20, handling the flesh golems easily, then on into 24. No one touched the font, but the ranger was fatigued by the extreme cold. They decided to ignore the corridor and double doors leading to 23 for the moment and instead made their way to Thrommel's chamber.

It only took a round or two for them to notice the silence effect in this room, so they backed out and Tibidoc dispelled it. This alerted Thrommel who started boosting himself. Aramil was in the next room, in the corner with no door, and also heard, so he also started casting spells in preparation. Unfortunately for Thrommel, while he was preparing for battle, Fron located the switch for the sliding floor and pressed it, revealing the coffin. As he was doing this, Van & Raziel were opening the door into 28. Van tentatively stepped in, triggering the tentacle trap.

Everything started happening real fast at this stage, between 7 PC's two vampires and ten tentacles I've kinda forgot the exact order of things... but when the dust settled Thrommel and his vassal Aramil were utterly destroyed, Raziel was held by Tibidoc after having been dominated (undone by the death of the vampires) and the ranger was dead. Another PC bites the dust =0(

Thats where we left it. We might pick it up again, I'm not really sure. I think the massive turnover of characters is really taking its toll now. It would be a shame to quit this close to the end, but morale is at an all time low! I'll keep you posted one way or another.

Edited by: HeresDaryl at: 8/12/03 6:04 am
DestyNova1
Faen
(8/12/03 2:18 pm)
Reply
Deaths
Sure seems like that way. They took a real big hit when the first group went down. And with the new group, there hasn't been enough time to build up good team tactics AFAIK.
Late game replacements will no doubt have alot of generic weapons,skills,etc. Since PCs who were developed during the campaign will have been crafted acording to RP oppertunities,player styles, and so on. If one is deep in a dungeon and loses a character, there isn't much point in making a fighter who had apprenticed as a boat-builder.

HeresDaryl
Faen
(9/1/03 7:31 am)
Reply
Once more into the breach!
Its been a couple of weeks but we finally had another session last night... and everyone was really eager to get back to it! I've basically changed over to revised aswell, but we didn't really notice it (except for the boots_of_speed brigade, who needed a few rounds to figure out what they could and couldn't do). Was a pretty good session, even if not a huge amount was acheived as far as the overall plot.

After defeating the vampires, the team grabbed as much loot as they could and beat a retreat to the mines. They spent a day and two nights resting up, shopping and identifying booty. Unknown to them this will probably the last, or next to last time they will have such a luxury. Pretty soon they're going to come into contact with Varachan who will appraise them of the situation and the likely very imminent destruction of the world, which should really get them moving. Fron the undead hunter decided to go and investigate the crypt area of the CRM, which the Dwarves had not yet reclaimed, and Lindar the wood elf opted to accompany him. Darkblade was still involved in setting up his temple and training his followers and Merinid, the disguised drow wizard, wished to stay in the mines a while longer to scribe some spells he had traded from Mergeld, the resident mage.

This left a party of...

Raziel, human paired-scimitar fighter
Van, human fighter, rogue, ranger, shadow dancer
Tel, human psychic warrior
Tibidoc, aasimar cleric

They also seconded Robek a halfling thief, who had been arrested in Waterdeep and press-ganged into 'community service' by Jenser, a former party member and Waterdhavian watch captain.

So these 5 spent some time discussing what action to take and consulted with the other party of adventurers who were also making forays through the fire door. This group mentioned encountering drow spellcasters and some fiendish ally. They had also assaulted and disabled three of the lightning towers (including one flanking the Earth door). The PCs decided to disable the tower on the other side of the Earth door and then proceed into the fanes and retrace their steps to Thrommel's chamber.

By this time the towers had been abandoned by the riders and sorcerers and were just lairs for the spider eaters. The party dispacthed four of these easily though Van was poisoned and paralysed briefly, until Tibidoc neutralised the venom. They then searched the tower and dispelled the shocker prison. They were slightly surprised when the shockers immediately attacked but they killed them all with little difficulty all the same. From here they moved on to the Earth door and entered the outer fane again. It was eerily quiet in the tunnels and passageways, and there was still no sign of any attempt to clear away evidence of previous battles. Rubble from the earth elemental still littered the entrance area, and several minotaur and flesh golem corpses lay where they fell. They encountered nothing living (or unliving) all the way back as far as room 28, though they triggered the tentacle trap again, before disabling it.

NOTE: Since Hedrack's chamber was the most vulnerable to attack through the Earth door, I moved him in with Naquent. Let's just say they're very close!

They explored the areas immediately adjoining room 28, including the vile hallway, but not down the staircase. they also found the store room and snaffled a few of the useful bits, including the rope. As they were exiting this room however, they heard a shuffling on the staircase to the west. Before they could act a beam of searing light lanced down the corridor and slammed into Raziel, scorching him badly. The figure, which appeared to be a humanoid in heavy armour, wielding a shield and mace, started to shout for help in a cultured female voice. Naquent was already buffed, as the whole complex was on high aler round the clock by now. Tel, Raziel, Robek and Van all closed on her, Raziel and Van both hitting her. Tibidoc fired a salvo of magic missiles, but her spell immunity negated them. She then cast greater command, Flee and all 4 of those surrounding her failed the save and ran on their next actions...

...and thats where we stopped last night - so we'll hopefully pick this up mid-fight on Wednesday =0)

Yay, its great to be back!!!

HeresDaryl
Faen
(9/4/03 9:02 am)
Reply
Re: Once more into the breach!
...Tibidoc managed to fire off a searing light and hit her on his next action, but then she cast ethereal jaunt and fled to room 33 (summoning the elementals as a result). The party moved cautiously after her but before entering the room they saw a gold elf figure running down the hall towards them from the opposite direction. This was Merinid, the disguised drow wizard. He had entered the fanes with the other adventuring group, through the fire door, but had been seperated from them during a battle with the Drow and the devil ambassador. He had been skulking through the passages ever since looing for another way out, but happily teamed up with this group.

They got to the door of 33 and made some hasty preparations. Raziel voluteered to stay in the corridor and keep a path of retreat clear (his player couldn't make it). So the rest of the group opened the door and could just barely make out the form of Naquent beyond the 4 hulking elementals! Naquent had used the few rounds while the group were preparing to cast her short duration combat boosters, so was quite formidable. A pretty long fight ensued, where Tel the psychic warrior really shone, keeping two elementals tied up for most of the fight, killing both of them AND applying the finishing touch to another! Robek the halfling spent most of the battle tumbling past things tring to get good position... and despite being reduced to -9 at one point, got healed and back on his feet to engage Naquent at the end. Van the chain-fighter went toe to toe with the earth elemental but was dropped when he briefly succumbed to a hold person from the priestess. He too was revived and was able to rejoin the fight late on.

That was the only offensive spell Naquent got off, as Tibidoc and Merinid kept her occupied from the doorway, disrupting a summoning attempt and forcing her to heal several times. Eventually Merinid managed to get a clean line of sight on the Fire Elemental & Naquent and nailed them both with a lightning bolt. Naquent was killed outright, and the remaining elementals followed soon after. The group spent a while searching her body and healing up before going back down the hall to check room 30. Hedrack had already left when Naquent first engaged the party. He is currently at the air gate accompanied by the last of the elite defenders from the mines, the Grey Render! There are also a pair of Umberhulks (instead of the 6 ogres).

The PCs easily handled the spectre in Naquents room and looted it, so we wrapped up there last night. Should continue on Sunday, so I'll post next week... the possible showdown with Hedrack!.

HeresDaryl
Faen
(9/10/03 7:59 am)
Reply
Re: Once more into the breach!
Well they didn't bump into Hedrack or Varachan this session. After disposing of the Spectre and looting Naquents chamber they decided to cover the ground behind them, to avoid getting cut off. They cautiously made their way as far as the Prison complex. Robek the halfling led the way and was the first to open the door into room 32. He was therefore the only one to see Daagra, just as she was starting to call the troll. He leapt back out of the doorway, shouting 'its really big'.

This caused much conjecture among the others, since a good sized dwarf would seem really big to a 2'11", 36lb halfling.

Anyway, by the time Raziel & Van made it into the room, the Hag was gone and all they saw was a troll, which was admittedly, really big! So the party gave the troll a gang-beating, though it doled some out to them in return. They got it grounded and started burning/corroding it. While this was happening Daagra prepared herself and assumed the form of a human prisoner before transporting herself back to 32. Raziel was instantly suspicious of this new arrival, even though the others were offering food, water & healing. Eventually he insisted on restraining the 'escapee' with manacles until they were safely clear of the fanes. While the others were making sure the troll was dead, Raziel went to put the manacales on Daagra. Of course she instantly attacked him, dealing a total of 58 damage, leaving him on 5 hits! So the others leapt back into the fray and she also dealt terrible damage to Van before they overwhelmed her.

After quite a bit of discussion & experimentation they finally explored the cell area and freed all of the prisoners. Again Raziel was twitchy, but they spared everyone, even Athemal. At this point the PCs decided it would be best to return to the safety of the mines with the freed prisoners, where they spent another night (Tel the psychic warrior and Vister got real friendly). They also got a hint from the Azer about the possible involvement & identity of Imix in the doings of the cult.

After resting peacefully they set out again for the sinister island. Once more they entered by the Earth Door and started making their way around to the northern portion of the complex. This time however, Merinid the elf noticed the secret door from area 13. They decided they could maybe catch the remaining defenders by surprise if they used a different route than all of their previous encursions. They proceeded down that passage way, little Robek out front. who declared 'I'll check for traps on the door at the end of the hall'. Unfortunately, once Raziel & Tel stepped into the wider hall area side-by-side, they triggered the grinder trap. Raziel actually made his reflex save to escape, but Tel & Robek got ground... for 2 rounds, before Tibidoc cast a stone shape creating a very small tunnel which allowed them to escape. Just as well he did when he did, because Robek was down to 2 hits!

So they healed up, Robek disabled the trap and they made their way to the Water Door (much more wary of traps I might add). They all filtered onto the ledge around the pool and Tel was the first to move closer to look in the water. Thats when the Tojanida struck, and it bit him good, succeeding on the grapple check too. On its next action it would retreat into the water with Tel, unless he could break the hold. He managed to break it alright, but not how I imagined. I forgot about his mindblast, which he used to good effect. The creature was stunned for 6 rnds, which was about 4 and a half rnds longer than it lived!

We stopped there last night, with the group feeling pretty confident (rightly so I think). It may be a while before we pick up again as I'm off to sunny climes for a couple of weeks.

I have a question. Those remaining in the fanes are as follows... Hedrack, Varachan, the two Drow, The Hamatula (Cornugon in 3.5 is way too powerful), Satau, the Grey Render from the mines, the Arrowhawks, the Magmins, the Succubus and a trio of Umberhulks (instead of the 6 ogres from the northernmost guard post). My question is, how would Hedrack most likely position these defenders and where would he make his stand himself... would he remain in the great temple most of his waking hours?? Does it seem reasonable to place the Render & the Umberhulks near the Earth Door since that is the usual entrance that the party uses? Would the Drow & the Devil even stick around?

Would appreciate any feedback

HeresDaryl
Memunite
(9/29/03 4:01 am)
Reply
Re: Once more into the breach!
Well the last two sessions were pretty brief and only small steps were made. The party continued to sweep across the south wing of the outer fane, going very cautiously as far as the library. Here they were ambushed by Satau and his bodyguard (Braxat, from MM2). They handled them pretty well, killing the Braxat, though Satau plane-shifted to safety (to strike again perhaps). After this fight they fell back to the Naga's lair, planning to rest, but they were attacked by the Gray Render and the Umberhulks, sent by Hedrack, who is still using Varachan to scry on the PCs progress.

This battle was long and tough. Van & Tel both succumbed to the Umberhulks confusing gaze and were effectively out of the fight for a most of it. Initially Merinid the wizard and Robek the halfling fled and hid, though Merinid eventually returned and killed the last Umberhulk, taking a nasty hit in the process. Unfortunately he was too late to save Raziel the swordsman, who had been bitten by the render early on and was just chewed and rended to death. Tibidoc had blasted it with Magic Missiles before he became the next chew toy, but Darkblade managed to kill it before Tibidoc died.

Was a bit of controversy after this fight, when I awarded XPs I didn't include Robec since he didn't contribute to the encounter in any way, so I thought it would be unfair on the five who did to divide the total award by six adn give the halfling a share (I gave him 100xp for a nifty tumble out of danger and then a good hide roll). So he got into a huff, muttered it wasn't fair a couple of times, got up from the table and left. To be honest I don't see what else I could have done, but we'll see if he comes back next session?

Anyhow, they retreated out of the fanes once more, and traded a +2 sword to the Dwarves for a diamond so Tibidoc could raise Raziel. After another days rest they ventured forth again, once more entering through the earth door. They travelled west towards the fire door and then made their way north, investigating the guest quarters. I had already decided that the drow would be in area 44 (giving them lots of retreat options, if needed) so the guys checked their room and moved on. They opened the next door and almost wet themselves! There, standing in the corridor not 15ft away was a 12ft tall, batwinged, red-skinned nightmare! a Pit Fiend!
Raziel, through surplus of balls or deficit of brains, or both attacked it! He didn't penetrate its hide and sprung back. Van took a good look and ran like hell, Tel promptly followed him.

Merinid however refused to believe that a Pit Fiend would just be standing around in a corridor so he looked closely, trying to find some trace of magical deception. He found it and shouted as much to the others. The creature advanced, the image of a pit fiend wavering and vanishing, revealing a still formidable Barbed Devil. So the four of them (Merinid, Van, Tel & Raziel) took it on. Despite Van managing to trip it several times and Tel taking the opportunities to nick it, before long it became obvious that they were outmatched. Raziel took a huge amount of damage and fled due to the fear effect. The others were locked in a stalemate with it, barely keeping it at bay but unable to really injure it. Eventually they took the opportunity to retreat on one of the occasions when Van had tripped it. They fell back to the earth door and there was no sign of pursuit.

Thats where we wrapped up. I think I'll have Varachan actively approach them next session, things are just taking too long.

smetzger
Memunite
(9/29/03 5:08 am)
Reply
Re: Once more into the breach!
Quote:
Was a bit of controversy after this fight, when I awarded XPs I didn't include Robec since he didn't contribute to the encounter in any way, so I thought it would be unfair on the five who did to divide the total award by six adn give the halfling a share (I gave him 100xp for a nifty tumble out of danger and then a good hide roll). So he got into a huff, muttered it wasn't fair a couple of times, got up from the table and left. To be honest I don't see what else I could have done, but we'll see if he comes back next session?


I would agree with your player.

Infiniti2000
Cherub
(9/29/03 6:37 am)
Reply
ezSupporter
Re: Once more into the breach!
I don't. If the PC contributes zero to an encounter, including not even causing the opponents to waste anything on the PC, then the PC gets NO experience from it. Rewarding such behavior will only cause him to continue leaving the remaining players in the lurch. In fact, it causes them harm by having them spend resources on healing the coward and/or getting him out of danger. Also, he takes the place of a player who actually wants to join in on the fun and assault the temple. Most importantly, he takes time out of the game from the others by not participating (yet presumably still takes combat actions), thus dimishing everyone's enjoyment.

When the party is in the Outer Fane, they need to stick together. It is not the time to separate and be a coward. Such behavior cannot be rewarded.

HeresDaryl
Memunite
(9/29/03 7:02 am)
Reply
Re: Once more into the breach!
I don't see how I can award a character a share of the experience earned for defeating 4 monsters when the characters first action was to flee and his second (& last) was to hide. I would have great difficulty explaining to the player whose character died that he would get only one sixth instead of one fifth of the total experience, due to giving the halfling a share for fleeing and hiding. I gave Robek an XP award for successfully avoiding the battle, but I still don't know why I would give him a share of the award for the actual combat...

Siobharek 
Cherub
(9/29/03 10:49 pm)
Reply
ezSupporter

Re: Once more into the breach!
<First "Me too" post in a month>

I2K nails it perfectly. The player and his character was, from a pure gaming perspective, a waste of space for that encounter.

Siobharek
...it is a tale
Told by an idiot, full of sound and fury,
Signifying nothing.

grimbold
Mortal
(9/30/03 3:06 am)
Reply
Re: Once more into the breach!
But what if he roleplayed his character correctly?

If he really is a coward, he should also be awarded XP for cowardly actions. It should happen in game then, that the rest of the party decides to get rid of such a person imho.

HeresDaryl
Memunite
(9/30/03 4:22 am)
Reply
Re: Once more into the breach!
Like I said, I awarded him 100 xps for successfully avoiding the fight, which was his roleplaying decision. But that still doesn't justify cutting him in on the XP award for defeating a particular challenge, when he didn't contribute in the slightest to defeating it. Let's not confuse roleplaying xp awards with encounter xp awards.

smetzger
Memunite
(9/30/03 5:11 am)
Reply
Re: Once more into the breach!
So, how do you award XP for Rogues dealing with traps?

What about Cleric's turning/destroying undead or elementals?

What about the Bard that sweet talks the whole party past a well guarded gate?

What about the Sorcerer who has only direct damage spells and faces an Iron Golem?

Once you go down this path the logical conclusion is to keep track of each monster that each PC kills/overcomes and award XP for that individual based on this. Although your certainly able to do this, thats not how the 3e DMG talks about distributing XP.

Infiniti2000
Cherub
(9/30/03 5:37 am)
Reply
ezSupporter
Re: Once more into the breach!
There's a subtle, yet significant difference. In all the situations you've defined, the remaining PC's are ready and willing to join in on the encounter. If the rogue fails on the trap, the cleric is there to heal his wounds, remove his blindness, etc. If the cleric fails to turn the undead, everyone else joins in to destroy them the old fashioned way. If the sorcerer tries a spell on the iron golem and it fails, the point is he tried and is remaining part of the encounter.

What happened here is not someone wanting to join in the encounter, but actively avoiding it. If the rogue left the room entirely, maybe it would be more clear that he gets no XP. If the wizard teleports away before the encounter gets started, he also gets no XP. If the rogue got attacked before exiting, I'd award him XP, but in this case he took no part in it whatsoever, had no plan to help anyone, and did absolutely squat.

HeresDaryl
Memunite
(10/2/03 3:07 pm)
Reply
Varachan at last!
The last session finished with Raziel, Van, Tel & Merinid fleeing from the Hamatula guest. They made it to the earth door with no sign of the monster pursuing. As the door slowly slid into the floor, they heard a voice call out to them from the far corner of the entry chamber, 'I am glad to see you all alive, for I must place all my hopes upon you'. Varachan stepped out of the corner and introduced himself. The PCs reacted with great suspicion of course, but he persisted and explained to them all he knew about the plans of the cult (which was most of it... I deliberately threw in a few red herrings, since he would not have the exact details).

He explained about the recovered temple, the presence of the champion and that there was great importance attached to the Orb of silvery death. He also described how the party would access the black cyst to claim the orb. He believed that the Triad would attempt to free Tharizdun within a tenday (he overestimated the rate of the excavations greatly, it will actually be at least 2 tendays before they are ready, perhaps a month, depending on how much the party interferes with their efforts). He also informed them that Hedrack had offered the Hamatula and the two Drow high positions in the cult hierarchy if they eliminated the party. Finally he told the party about two recovery teams sent by the Doomdreamers to track down two of the remaining elemental gems, one believed to be in Skullport and another rumoured to be among the hoard of a 'forest dragon' lairing in the High Forest.

Note: I decided to put in these optional side quests to give an opportunity for some investigative roleplaying and wilderness adventuring should the party want them; and also as potential bonus experience, since the party is now below the power curve due to many deaths.

They thanked Varachan, and tried to persuade him to abandon the cult now, but he insisted that he would remain a while longer.

So the PCs returned to the relative safety of the Crater Ridge Mines, which are now almost fully reclaimed by the Dwarves who number well over a thousand. Despite the perceived time pressure, they opted to spend two days trading and purchasing for holy weapons, oils of bless weapon, potions of energy resistance and various other provisions. Then they set off back into the outer fane to confront the Drow & the Devil. If they prevailed they intened to launch a final assault on Hedrack, in the main temple. The Barbed Devil, Dirass & Maracla had been on a constant high alert for several days, and once they heard the sound of the fire door grating open they were ready for battle within moments.

This battle took about two hours to run in real time... It was a humdinger. The Hamatula got a hold of Tel early on, but his Inertial Barrier and Bio-feedback powers meant that it had to hold onto him for much longer than it planned. Dirass was invisible from the get go and between himself and Maracla they made all the early running, whittling the party's hit points down very quickly (except for Merinid and his spell resistance). Luckily the PCs had stocked up on healing and hung in there. When Raziel & Van managed to kill Maracla's summoned fiendish tiger, it looked like the tide was really turning. Van moved on to tackle Maracla and Merinid managed to dispel several of Dirass' effects. He also cast Improved invisibility on Raziel who set about the Devil.

Van had hurt Maracla very badly when she finally closed on him and cast Slay Living. He made the save, but the partial damage was enough to knock him unconscious. Raziel managed to finish her off however, before she could heal up! Van was healed with a potion from Merinid but shortly after getting back to his feet was blasted by Dirass and killed outright! Tel finally succumbed to the impaling and passed out, allowing the Devil to flail about blindly for Raziel. Unfortunately it caught him with a claw, and dropped him too. The two unconscious warriors were beside one another, so Merinid moved to them and cast dimension door, outside onto the fire bridge. In three rounds Tel & Raziel were conscious and slightly healed and Merinid used his remaining dimension door to return them to the same spot. I decided they caught their opponents by surprise, while they were searching the fallen, and they managed to finish them off with no more casualties, in two rounds. It was a mammoth battle, but was well worth it in XP terms, and booty.

We'll pick up on Sunday, probably with an assault on the great temple!

Edited by: HeresDaryl at: 10/2/03 11:49 pm
HeresDaryl
Memunite
(10/6/03 7:43 am)
Reply
a pressing engagement
The survivors of the battle with the Drow & the Devil - Merinid, Tel & Raziel - wearily trudged back across the Earth Bridge to the relative safety of the mines, carrying their booty and their fallen comrade, Van. They were rejoined by Tibidoc and commenced identifying their loot dividing it up as best they could. Sharaela, the high priestess of Moradin performed the funerary rites on Van, who had often expressed his wish not to be raised should he fall in battle. She also offered the services of a veteran Dwarven fighter to replace Van, one who wished to serve his clan but was wasted on garrison duty. So they met Grinder, the newest party member, a level 9 Shield Dwarf Fighter. They decided to donate Van's cut of their treasure to him, figuring that they would need every advantage they could get for the coming battle.

They liquidated all of their unclaimed items, gems & artworks and used the cash to stock up on as many healing and protective items as were available among the dwarven merchants (which wasn't a huge amount). It took a further two days to finalise their preparations... now 4 days since their meeting with Varachan, they're definitely feeling the pressure! So at last they felt ready (as ready as they could be) to assault the temple and the mysterious Hedrack.

The five characters that set out on that crisp autumn morning were:

Tibidoc - Aasimar Cleric 7/Divine Disciple 3 of Savras
Merinid - Drow (disguised as Gold Elf) Wizard 9
Raziel - Human Fighter 9
Grinder - Shield Dwarf Fighter 9
Tel - Human Psychic Warrior 10

I'll write up the ensuing events tonight...

DestyNova1
Memunite
(10/6/03 11:28 am)
Reply
Levels
Seem to be lagging a bit in levels. I don't know if they are strong enough for the end parts.

HeresDaryl
Memunite
(10/7/03 7:20 am)
Reply
Dr Hedrack I presume?
Yep Desty, you're right. I'm concerned about that myself, which is why I've been trying to drop in a couple of encounters more than absolutely neccessary, while still trying not to kill them. Presuming they defeat (or even survive) Hedrack, I'll put a few obstacles between them and the recovered temple, to give som opportunity for advancement.

So, with all their preparations made, they yet again crossed into the outer fane. They made their way to the doors of the great temple unnaccosted. Just outside the doors they drank potions or cast short duration spells then Tel opened the doors. After a failed daylight spell, Tibidoc managed to successfully dispel the darkness long enough for everyone to move into the room. They were examining the fittings in the chamber when they were attacked, initially by the shadow mastiffs, who were called by Hedrack and then by the high priest himself (he took a couple of rounds to finish boosting). Needless to say, the shadow mastiffs were little more than a nuisance and were killed without causing too much damage. Tibidoc used further dispels to suppress the darkness along the other sides of the room aswell, which is how they finally saw the approach of the Cleric.

He had not used the scroll of true seeing, so he didn't see Merinid the wizard, or Grinder the Dwarf who was scrambling around in the darkness which reformed along the east wall. He had dropped his axe when the hounds started baying and was trying to retreive it. Hedrack opened up with a destruction on Tibidoc, but the priest of Savras saved, taking a little damage. Tel & an enlarged Raziel closed on Hedrack, swinging their blades, to little effect though. Merinid summoned a Barbazu to add to their melee strength and Tibidoc tried a dispel on Hedrack, from a 5th level wand, which had no effect at all. Hedrack tried a Blasphemy, but the only PC to fail the save (Will DC 26, but they all made it bar one) was Grinder the dwarf, who was now paralysed and thus unable to find his axe! They continued to hack at him, and managed to do some considerable damage, including an infernal wound from the barbazu's glaive.

This was the pattern for another 2 rounds... Hedrack trying his big gun spells - Slay Living, Disintegrate etc - and the party making the saves while the melee fighters kept chipping away. It was looking good for our heroes as Hedrack backed towards area 23. Merinid had managed to dispel a couple of his defences and he was down to 16 hits. However, his next action was to cast heal from the scroll, which changed the entire complexion of the battle. Suddenly the PCs were on the back foot. They continued to press him, but he managed to catch Raziel & Tibidoc with a flame strike. Most of the party took a round to heal from wands or potions, but then Hedrack unleashed another bomb... Greater Command: Halt. Tel, Tibidoc & the barbazu all failed the save, so Hedrack concentrated on Raziel & Merinid. Raziel continued to attack and managed to hit again, wearing away at the rejunevated Cleric. Hedrack tired of the incessant assault and cast Harm, but missed the touch attack due to a blur spell, cast on the fighter by Merinid.

Merinid tried a lightning bolt, but Hedrack had selected it along with magic missile & searing light for his spell immunity. Raziel pressed the attack, but this time Hedrack made sure with his touch attack. Raziel failed the save and died, for the final time. Merinid opted for discretion instead of valor and dimension-doored onto the earth bridge, taking the halted Tel & Tibidoc with him. The paralysis wore off Grinder before Hedrack had a chance to find him and he fled on foot, eventually meeting up with his comrades. So they fell back to lick their wounds, perhaps recruit a new party member, and discuss a more detailed gameplan than 'get close and whack him'. Hedrack however managed to Scry Tel, so will be aware of their plans. If they wait long enough he will use planar ally to summon some help... but Varachan will warn the group, and in an emergency could show up to lend a hand??

Should be a renewed assault on Wednesday night, will post Thursday some time.

Page 1 2 3 4 5 6 7 8 9 10 11 12 << Prev Topic | Next Topic >>

Add Reply

Email This To a Friend Email This To a Friend
Topic Control Image Topic Commands
Click to receive email notification of replies Click to receive email notification of replies
Click to stop receiving email notification of replies Click to stop receiving email notification of replies
jump to:

- Okay -- Your Turn - Return to the Temple of Elemental Evil - Home -



Powered By ezboard® Ver. 7.32
Copyright ©1999-2005 ezboard, Inc.