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Ssendam
Pie
(11/29/02 3:20:36 pm)
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Fun in the Inner Fane
Ok, as some of you may have already noticed, the group I am running has just cracked into the Black Spike. After wasting all of the Dark Wights in the blasted yard, the group made their way to the bridge and then to the door of the tower.

When their attempts to communicate with the door and get it to open up and let them in failed, they decided to attempt to open it the hard way. First, the sorcerer of the group attempted to disintegrate it, but failed to bypass its SR. Next, the bold dwarven paladin attempted a break check on the door. As you can imagine, this did not work well. Shortly after both of these things occured, the door launched a fire ball at the PC's and lit them up pretty good.

A couple of people failed their saves against the fireball; they both rolled 1's. In my campaign, when you roll a 1 on a save it is considered a critical failure and therefore you are subject to having one of your items receive damage from the spell. In this case, both the dwarven paladin and the bard lost their short swords due the damage caused by the fire ball. So they both lose their short sword. For the paladin, the short sword he carries is his backup weapon and the bard is a dual wielder and really does not particpate all that much in melee anyway. Seems like not much of a big deal, right? Wrong! :evil

Ok, so on the following round, the sorcerer of the group wins initiative (we roll for initiative every new round in my campaign) and then tries to disintegrate the door again. This time he beats the SR. The sorcerer is 13th level and has Greater Spell Penetration, so it's really not all that surprising. So the door is breached, but now the PC's have to deal with the two half-dragon/half-T-Rex's in the room beyond.

The dwarven paladin charges one of the beasts and draws an attack of opportunity due to the creature's 15ft. reach. The half-dragon/T-Rex hits (critical hit, btw. Ouch!), improved grab check is made, improved grab check is successful. On the half-dragon/T-Rex's initiative, it attempts to swallow whole the dwarf and succeeds. "Mmmm.. Yummy!" :evil
Ok, the dwarf is stuck down in the beast's gullet. You can escape the gullet by cutting your way out. Only problem is the dwarf wields a maul as his main weapon and his backup weapon (short sword) was destroyed earlier (see above).

So now he has to depend on the party to bail him out. As it turned out, both beasts were slain, but not in time to save the dwarven paladin. He is crushed to death inside the gullet and eaten away by it's digestive acid. At one point, he attempted to Lay on Hands, but failed his concentration check. :( This would have easily bought him the time he needed to survive as the group cut down the beast that held him in its gullet only a round after his life expired.

During the fight with the two beasts, Tychon came down from upstairs. He arrived on the scene a little late and had to spend most of his actions trying to deal with the PC's rather than saving his pets. After skirmishing with the group a bit, he is forced to flee after he sees the group slay both of the half-dragon/T-Rex's. Tychon runs upstairs. Two of the party members pursue Tychon while the others are attempting to cut their dead comrade out of the guts of the dead half-dragon/T-Rex. Tychon makes it to the third level, alerts the Vrock, drinks his haste potion and then heads up the stairs. I figure that he is on his way to warn the First and the Second that intruders have breached the tower.

The two party members that ran after Tychon end up encountering the Vrock. Their combat with the Vrock buys enough time for Tychon to make his way to the top where the First and Third reside. After dispatching the Vrock, the rogue and the cleric/fighter decide that it is best to get the others before they proceed. They head back downstairs. After some discussion, the party decides that their next course of action is to head for the sublevels and find the Talisman of Pure Good that Varachan told them about.

The party reaches the first sublevel, where they encounter the torturer Yrthuk. Yrthuk is not caught by surprise as they enter and sees that he is outnumbered. There is some dialogue and basically the party demand he surrender or be slain. Yrthuk attempts to use one of the prisoners as hostage, threatening to kill her if the PC's do come any closer. Before he can make good on his threat, the paladin of the group (different paladin, not the dead dwarf) flies across the room and sunders Yrthuk's blade, rendering it uselss. After that, the rest of the party pounces on Yrthuk. Yrthuk is overwhelmed and knows his doom is imminent, but he decides to go down with a fight. Just to spite the party, he casts a wall of stone, blocking off the stairway up (the way they came).

A few rounds later, Yrthuk is dead. The PC's look upon what Yrthuk did (wall of stone) as a bonus, as they are now somehow fortified if Tychon did indeed go and get recruits and then come looking for them. I think they intend to actually sleep and rest in the sublevels after they have found the Talisman of Pure Good. :lol Oh, my. That is where the campaign left off last. I will give you all the details of what transpires later! :evil

ronin
Pie
(11/29/02 4:25:03 pm)
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inner fane fun
I dont know if you realize this or not but access to the sublevels is gained thru buttons that are hidden behind a secret door at each level starting with level 1. This could easily be changed of course but I thought I'd point it out. The info is on page 129 right after the description of level 1.

ronin

Ssendam
Pie
(11/29/02 5:10:42 pm)
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Re: inner fane fun
Yeah, I decided to change it. The secret panel with the black stud didn't make much sense to me. I like the idea of all levels being accessed by a long and twisted spiral staircase. That is basically how I changed it. Very minor tweak.

SSShadowcat7
Pie
(11/30/02 8:40:51 am)
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Re: inner fane fun
Quote:
At one point, he attempted to Lay on Hands, but failed his concentration check.


IMC (and many others I know of) I have made the paladin's Lay on Hands ability a Supernatural ability instead of a spell-like Ability. Therefore he would need no Concentration check to do it in a bad situation. YMMV, of course, but I found it discouraging for the paladins to fail in their god-given talent of healing themselves.

But it sounds like your group did well and had fun. Thanks for the peek into your game.

Ssendam
Pie
(11/30/02 9:08:09 am)
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Re: inner fane fun
Yeah, I hear you, Shadow. That's cool that you have hooked paladins up in your campaign like that. When I first started learning the 3E system, I thought the fact that paladin's LoH ability wasn't supernatural was kind of lame, but the group I play with want to keep it the way it is for some reason. I think I will bring up the point you made to them though, see if they would like to reconsider. :)

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