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Zagig
Pie
(11/30/02 2:27:29 am)
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The Death as fuel to free Tharizdun idea
I brought this up in another thread but I think that it deserves its own topic. If Hedrack wants the CRM destroyed as that will help free Tharizdun (this idea is in the BoB, BTW), would he not do all he can to keep the party in Rastor? For example, if the party decides to take a trip to Verbobonc for a month, wouldn't he try to come up with something to stop them from doing this too often? And if so, what?

Zag:rollin ig

Azalnubizar 
Pie
(11/30/02 3:04:48 am)
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Re: The Death as fuel to free Tharizdun idea
Well, I think this depends on how much Hedrack knows.
I do not know "the death as fuel to free T. idea" but I think I understand. But I think it would be pretty hard for Hedrack to stop the PCs from going to V.
What would/could he do? He could send some guys to stop them using force... if they succeed, the PCs are dead. Not what H. wanted. If they don't PCs go on to V. Not what he wanted either.

He could try to put out rumors about things that are about to happen, while the PCs would be away... but I don't know if this would help...

I think, he would more try to interfere, without the "Death/Fuel" scheme. If I where Hedrack and I'd know of the party assaulting my temple goes to V to re-equip, I'd send somebody over there with quite some money, to hire the best assassines/rogues in town and assault them during their sleep...

Azal

Infiniti2000
Pie
(11/30/02 8:37:12 am)
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ezSupporter
Re: The Death as fuel to free Tharizdun idea
I don't plan on following that idea because it precludes having Hedrack send assassins at the party until AFTER they finish with the CRM. I would think having the CRM as a permanent source of death and mayhem would further Tharizdun's plans more. These are just my thoughts on it, though.

It also means you wouldn't likely send your best assassins at them because you don't want the party to do. I don't think it would make a lot of sense for Hedrack to both try to encourage them and to try to kill them.

But, if you do wish to follow the encouragement route, then I would never send assassins after the party until they are nearly complete with the CRM. Also, perhaps Hedrack knows about Varachan and all of the "help" from Varachan can actually be Hedrack. When the party gets to the outer fane, they find Varachan as a prisoner in area 32 in one of the empty cells.

This is also very useful to keep your party alive, against say Vranthis. Say they are losing, then suddenly some demonic help arrives from a lesser planar ally (or similar). Does the party even accept the help or do they immediately start fighting both the dragon and the "ally"?

Another tactic to keep the party from leaving is to send a number of spider eaters to steal their wagons and horses. Borrowing an idea from someone else, you could also send a message via quasit from "Varachan" as above to hurry back to the mines because innocent lives are at stake.

Zagig
Pie
(11/30/02 1:29:17 pm)
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Re: The Death as fuel to free Tharizdun idea
Well, in the module it says that Hedrack won't give them much attention until they have destroyed two temples, thereby probably giving them four keys. I guess no matter how you look at it, Hedrack's actions would still be the same at that point. Stop the party from getting to the outer fane.

It just seems to me that, if Hedrack wants the party to off a couple temples and then leave (or die, their choice), he would encourage them to stay.

Zag:rollin ig

bouncingboy24
Pie
(11/30/02 2:03:26 pm)
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Re: The Death as fuel to free Tharizdun idea
If Hedrack tries to prevent the party from dying so that they can cause more mayhem, wouldn't Varachan do the opposite and try to kill them? He could be the one who sends the assassins.

Fillerbunny34
Pie
(11/30/02 2:27:44 pm)
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Re: The Death as fuel to free Tharizdun idea
When it says that Hedrack (and superiors) will only pay attention to the party after they have destroyed two temples, I took it as meaning that by doing this the party will have elevated themselves above the level of the usual petty conflicts which perpetuate the CRM. By the time they have taken apart two temples, the theorectically have two greater keys and a master key, giving them the means to access both the Outer and Inner Fanes. Hedrack puts up with, and perhaps even encourages, the constant small-scale warfare in the CRM. I would take it as this kind of death and battle which is actually beneficial to the cult. The idea of a powerful and detremined party of adventurers making a direct assault upon the Outer and Inner Fanes is NOT what he wants. That's why he sends his assassins. By destroying two temples, the party effectively announces itself as a credible threat to the whole operation. In my opinion that means that for Hedrack, all bets are off.

Zagig
Pie
(11/30/02 3:12:22 pm)
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Re: The Death as fuel to free Tharizdun idea
Quote:
By the time they have taken apart two temples, the theorectically have two greater keys and a master key, giving them the means to access both the Outer and Inner Fanes. Hedrack puts up with, and perhaps even encourages, the constant small-scale warfare in the CRM. I would take it as this kind of death and battle which is actually beneficial to the cult.

That's what I'm saying Fillerbunny. My party hasn't even taken out one temple yet, although they probably will soon.

I think I'm getting your point, though. At this point, before the party takes out two temples, Hedrack doesn't even notice them. It's just CRM politics going on until he knows that two temples are down.

(Added thought on that sentence. Hedrack has to know that two temples are down before he takes action. If the party moves fast enough, they could have three temples down by the time Hedrack finds out about the first two.)

So, no action by Hedrack yet, is what I'm thinking now. (boy, am I wishy-washy or what?)

Zag:rollin ig

Edited by: Zagig at: 11/30/02 3:14:32 pm
Fillerbunny34
Pie
(11/30/02 3:30:20 pm)
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Re: The Death as fuel to free Tharizdun idea
Yeah Zagig, I think you're spot on. Sorry if I was a little muddled there. But I think you're right about Hedrack not even noticing them at first, and also about the party possibly being fast enough to get 3 or more before he notices. I think that taking out 2 temples is like the defining moment where the party becomes more than just "background noise". Good point about a possible dely in information getting to Hedrack. My party is just about to take on the Fire Temple, having already wiped out the Air one, so I'll need to think about this very carefully........ :)

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