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Zagig
Orc
(12/11/02 12:37:42 am)
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Trogs at the Main Gate
This is kinda late (we game tomorrow night) but with Xmas and other stuff going on the last week, I only finally figured this out tonight. Please post if you see anything wrong with this.

Earth Temple is staffing the Main Gate but only to draw any intruders into Earth Temple. All CRM troops are to use the South Gate. Trogs from 234 and 13 now in 3 and 4 (rotating shifts watching through arrow slits). Earth Mephit in 4. Miikolak and earth elemental in 11.

When intruders spotted, mephit runs to tell Miikolak while trogs wake other trogs. Trogs and Miikolak stand in hallway with javelins ready to throw at intruders (readied action). Earth elemental is underground and ordered to attack rear of intruders. Mephit runs to warn Uskathoth.

Earth Temple goes to B Security except no Miikolak and no trogs from 234. Uskathoth takes Miikolak's position. Swordmaster and rogue patrol areas 226 to 232. Snearak and guards go to temple to make sacrifice to get xorn. Xorn ordered to attack anything in Earth Temple complex not possessing earth symbol.

Zag:rollin ig

Edited by: Zagig at: 12/11/02 12:38:13 am
madfox
Orc
(12/11/02 1:14:50 am)
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Re: Trogs at the Main Gate
Sound fine to me. Perhaps you want the clerics to use their earth shape power to seal the door. They might also place a glyph of warding on the door with a dispel magic on it. That way there is less chance of being caught off guard by the more sneakier intruders. Of course, I am assuming the Earth Temple is expacting intruders in the first place. The glyph also costs some money, so they probably would only use it when they think it is really nessecary.

In my campaign btw I did not let the Earth Temple move into the entrance. They just sealed it and they then placed a couple of zombies and an earth mephit between the entrance and the Earth Temple. The mephit would warn the temple as soon as he heard combat or the loud shouts of a cleric turning the zombies. It worked great. Later the zombies were replaced with earth elemental dire wolves (template from the Manual of the Planes) and finally the Earth Temple was destroyed.

Zagig
Orc
(12/11/02 10:41:56 am)
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Re: Trogs at the Main Gate
Thanks, madfox. Might add a stoneshaped block on the door to make it harder (and noisy) to get in (but not impossible as we want the party to get in:evil ) and a dispel magic glyph (removes any buffs). Also, forgot to mention that everyone will be in fighting withdrawl (attack then move back 5 feet) to draw the party deeper into the Earth Temple. Will check back in 6 hours just before we game.

Zag:rollin ig

Zagig
Orc
(12/12/02 4:17:09 pm)
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Re: Trogs at the Main Gate
Well, it turned out pretty well. Stoneshaped a block on the door, but that got broken through. The glyph did nothing as no buff spells were in place at the time. Oh well. Will post a campaign log today sometime. Thanks for the help, madfox.

Infiniti2000
Orc
(12/13/02 7:13:32 am)
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ezSupporter
Re: Trogs at the Main Gate
As far as I read the spell, you cannot place a dispel magic in the glyph, only harmful spells. In any case, it didn't matter much so maybe the party didn't realize what happened. I only point this out now in case you want to make sure it doesn't happen again and the party doesn't try it themselves, or you can houserule it.

SSShadowcat7
Orc
(12/13/02 7:56:36 am)
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Re: Trogs at the Main Gate
It may be considered a house rule, but I think dispel magic is perfectly fine to put in a glyph of warding. It seems plenty harmful enough to me. Just because it doesn't do physical damage doesn't mean it isn't harmful.

My argument for this is that if you are under the effects of an invisibility spell and you cast dispel magic against someone you will turn visible because it is considered an attack. Therefore it must be harmful in some way.

Maybe a convoluted way of thinking of it, but I still say that dispel magic is fine to put in a glyph of warding.

Who knows, though. I could be completely wrong. Sure wouldn't be the first time. :)

Grumgarr
Orc
(12/13/02 9:32:35 am)
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Dispel Magic - harmful?
I think any spell which has a detrimental effect should be considered 'harmful' for the purposes of Glyphs, and any situation where the 'attack' status of an action is important - if your amazing buff-spells go away you're harmed by that. For a concrete example let's say you had Endurance running - when it's Dispelled you're down some hit points.

I >think< the SRD says that 'harmful' spells are any that cause hit point or other damage, or require a saving throw - I'd extend this to include anything that hampers or detrimentally affects the target, including Dispel Magic.

Popping a Wall of Force up between yourself and an enemy is fine - creating the Wall of Force around the enemy is an attack in my opinion, even if it neither damages the foe, nor allows a save.

Grumgarr

Infiniti2000
Orc
(12/13/02 9:45:02 am)
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ezSupporter
Re: Dispel Magic - harmful?
I see your point about being "harmful" so perhaps it is unfair for me to characterize it as a houserule. In any case, a discussion like this is more appropriate on the Rules forum, though that thread had already been started, but I couldn't find it again. I think your idea that it is harmful in that it dispels invisibility is a reasonable choice. However, keep in mind that the dispel magic, similar to summon monster, has an indirect effect in that the dispel magic itself doesn't cause the harm. A harmful spell perhaps should be one that causes (or has the direct potential to cause) harm to someone.

Zagig
Orc
(12/14/02 2:08:12 am)
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Re: Dispel Magic - harmful?
I know that this should be on the Rules forum but I had to add my 2 cp. Thanks for the Dispel Magic thought. Although, like you said, it doesn't really matter and the party didn't even notice it go off (since it didn't affect them).

The SRD says "Spell Glyph: The character can store any harmful spell of up to 3rd level that the character knows."

IMO, Dispel Magic is a harmful spell for the reason that it requires a saving throw. I have played it that way IMC so far.

Zag:rollin ig

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