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Surfal2001
Pie
(10/30/02 6:53:22 am)
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Summoning the Hivemind
Session #2 will be this Saturday. The writeup of the first 12-hour session is linked here: pub58.ezboard.com/fokayyourturnfrm17.showMessage?topicID=1976.topic

The quick summary: party of 4+Chat faced Utri, got beaten down, but killed the dragon with a well-timed series of strikes and an AoO. Only the cleric died. Chat went invis and headed into the MH dungeon. The party supposes this. The monk dragged the cleric back to Hommlet, and had him raised. The fighter and wizard went down after Chat, killed the two gnoll guards but got wasted by the ghast. The fighter was killed and consumed by the ghouls. The wizard was killed by the ghast but not eaten.

Here's where the hivemind comes in.

I'm planning on having the wizard spawned as a ghast. He was a 5th level character (halfling Abj4/Rog1), and after applying the template he's got 8 HD and +2 turn resistance. Which means he's too much for any of the EE clerics to command. However, he is extremely intelligent, and IMHO would use the clerics rather than just up and kill them.

This would set up a bit of a power struggle between him an Ysslanth, but I'm gonna say that its too early for this to spill into outright violence. The new ghast does hold a grudge against Chatrilon, whom he believes robbed him of the dragon's horde :lol . If Chat shows up again, he'll definitely go after him. He also holds a grudge against the monk, as he feels she abandoned him.

Anyway, whattdya think? Words of advice from around the world?

madfox
Orc
(10/30/02 7:27:54 am)
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Re: Summoning the Hivemind
Actually, all the ghasts and ghouls are outside of the control range of all the clerics within the Moathouse. To control them they would need to be 8th lvl (double the 2 HD + 2 turn resistance of the clerics). Hence I don't think the clerics control the ghouls, or else the clerics would position the ghouls better. I think the ghouls simply cannot and not want to attack the followers of Tharizdun.

Besides that note it seems fine, but you do realize that the new ghast has got a CR of 7 and hence will greatly increase the challenge of the Moathouse? Especially if the creature will unite the ghouls into a more coherent and intelligent force.

Andorax 
Orc
(10/30/02 7:33:17 am)
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Re: Summoning the Hivemind
Sounds like you've got a good grip on this already...silly party for not going back to town as a group.

The clerics don't know he's a powerful ghast yet, so they'll try to command him, and he'll mock them for it. To balance the power out a bit and to make his point, you might have him outright kill the cleric who first confronts him (Geynor Ton, if you want to keep Ysslanth around).

If he's a grudge against Chat, he's going to try to kill him. Chat is probably going to run for it, in which case expect Chat to join up with the "in town" crowd and be part of the gang there. He's got to report in anyways.

I'd basically divide up the evil into two camps. The clerics and the gnolls cede the non-secret parts of the dungeon, and set about their business. The wagon's coming soon, and they've a deadline to keep...and Ysslanth is freed of an annoying rival. Wizard-Ghast takes command of the other Ghasts and Ghouls (I know...no specified power to do it, just say they recognize him as "boss Ghast"), and they lurk about the known areas of the dungeon.

The PCs may not have any idea of the larger dungeon areas, the cultists (they must have cleared out while we were gone), or what's going on...they may think that the Ghast and Ghouls are the "whole deal".

Script may go like this from here:

1) Party returns to moathouse, investegates the "known" areas, fights great battles with dead things, experiences horror of fighting one of their own. Note that when the Ghast sees the Monk, he's going to go nuts and concentrate all his effort on the Monk..."You betraaaayeeeed me!"

2) Party heads back for town, or camps in the moathouse. Either way, they run into the wagon (which is accompanied by part of the town crew, but not Dunrat or Chat, since they know there's trouble and the extra security is important).

3) Party rests, recovers, continues on, and discovers the rest of the Moathouse complex, finishing the baddies off and discovering the (late) Geynor Ton's journal.

4) Party returns to town and finishes off remaining cultists.

"Whadda ya mean, Orcs get levels too?!?"

Surfal2001
Pie
(10/30/02 8:35:39 am)
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Re: Summoning the Hivemind
Thanks guys! I was thinking along these lines, so this helps a lot.

Yes, I'm aware the ghast-wizard is a CR 7. Splitting the evil into two camps as Andorax suggested would keep him from joining in with the priests. While he's nasty, very, very nasty, the party should be able to handle him. Four PCs, an NPC sorcerer and a soon-to-be-dead Bard that we all know and love :)

I also like the suggestion of having the ghast take out Geynor. He doesn't add much, and this establishes the relationships between major forces in the dungeon. Call it a hint of foreshadowing of what's to be seen in the CRM.

After meeting up with the Cultists in the MH dungeon, Chat headed out to report to Dunrat. On the way out he pilfered the Haversack and Ring (Wizardry I) from the halfling's corpse prior to his raising as a ghast.

I love the idea of keeping some of the mill crew out of the final tussle with the wagon. They won't necessarily know about them unless they take prisoners and do the right things.

SSShadowcat7
Pie
(10/30/02 9:05:46 am)
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Re: Summoning the Hivemind
Quote:
After meeting up with the Cultists in the MH dungeon, Chat headed out to report to Dunrat. On the way out he pilfered the Haversack and Ring (Wizardry I) from the halfling's corpse prior to his raising as a ghast.



Ring of Wizardry?! Wow! My players are all close to 10th level now and would kill to get their hands on one of these. You must be a very generous DM. :)

Surfal2001
Pie
(10/30/02 9:54:27 am)
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Re: Summoning the Hivemind
I'm not a generous DM, normally. I decided that after the end of the old campaign (7 years, 2E with some WFRP and a custom classless/levelless system) we would learn 3E and we'd do it mostly with off-the-shelf stuff. Pre-written modules, no rules mods etc.

That lasted not very long. I think the "house rules" document now has over 30 entries, though most are related to character generation and related items.

Anyway...the party ran through Sunless Citadel and Forge of Fury as a warm up for RttToEE. In FoF there is a RoW-I, but its buried in the gullet of a very alive and very dangerous roper. WAAAY too big a challenge for a party of 4th level characters. Somehow, they beat the thing. Now, I didn't play it as well as I should have, as I really expected them to flee and wasn't well prepared. But, it was still a CR 8 encounter the way I ran it, and they should have been waxed. As it was they got lucky, so they got the reward.

As you can see this group doesn't always know when to quit.

Of course, they engaged Nightscale and she got away, taking most of her treasure, including the +2 waraxe, wand of magic missiles and +1 shield with her, so they didn't get off easy at all :)

I'm hoping Chat survives all this so he can reappear later, hopefully long enough for the ring to make its way into more useful hands :evil .

Edited by: Surfal2001 at: 10/30/02 9:56:01 am
SSShadowcat7
Pie
(10/30/02 8:55:03 pm)
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Re: Summoning the Hivemind
Ah. I ran Forge of Fury as well, but they didn't go see the roper. Now that you mention it I do remember reading that little encounter. Good luck for them! But bad luck now that the ring is gone.

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