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msherman
Looking around
(12/31/02 10:42:35 am)
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Reinforcing the Moathouse
In Sunday's session, my party drove off Utreshimon, explored the upper moathouse, and then returned to Hommlet to have the wizard raised. Chat assassinated the wizard, but was then killed by the party while trying to invisibly sneak into the dungeon to warn the clerics (I gave them spot checks to see his footprints in the dust kicked up by Utreshimon's hover). However, they didn't take/burn the body, so if the wagon does manage to get back to the TOAC, he's going to get raised, I think -- they _hate_ him. :)

The party left the moathouse at about 5pm on April 2nd (I'm not using the greyhawk calendar). The wagon will be arriving at 3pm on April 4th -- the clerics know which day to expect it on, but they don't know what time, so they're anxious to finish their work on the 3rd.

According to the module, Garrick and the gnolls move up to area 6, and try to hold it using the arrow slits, while Gren goes back to Hommlet for assistance. 6 doesn't seem like the smartest place to defend to me (especially since it eliminates the trap at 26 as a viable strategy), but presumably Garrik is just following the (insane) orders of the clerics.

I had Gren leave almost as soon as the party left -- the gnolls in 18 heard the battle, and heard the party moving around (they weren't being careful about noise while investigating the upper moathouse), so they were checking up on them. I figure Gren took her skeletons with her for backup on the road, so when she met the 2 brigands I rolled for her random encounter on the way, they wisely decided to let her hire them on as muscle, instead of fighting.

So what aid would Dunrat give to Gren and the moathouse team? Would any of the other clerics from the mill head back with Gren and her brigands? Would Dunrat give her any of his magic items? Would Gren even return to the moathouse, or stay at the mill? Dunrat does already know about the party and the Dragon, and had buffed up Chat for the fight. He's probably quite concerned that they managed to kill him.

Most of the party is staying at the Welcome Wench, so perhaps Dunrat should play the Maridosen card and attempt to kill/capture them over night? It might be fun to somehow get Nierethi involved as an innocent bystander in that -- the party is certain that he's a cultist, since Xaod detected him as evil, and of course anyone evil must be a cultist.

Would the cultists move the ghouls at all? I'm guessing the cultists don't know about the secret tunnel from 22-33, so they probably think that room 30 is a good chokepoint to defend. Maybe put the ghouls from 21/22 in 30, and move Gren's sorting station from 24 to 29. If Gren does bring the brigands back, they could man the portcullis trap in 26/27 (keeping them far away from the ghouls seems wise).

Finally, what about Spugnoir? With the 2 gnolls gone from room 18, he's free to move around in the dungeon now, but can't escape the moathouse, since he doesn't have stoneshape to get past 35, and the gnolls in 6 are blocking both sets of stairs. Would he even try to leave room 20?

ZansForCans 
Here for a while
(12/31/02 12:44:52 pm)
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Re: Reinforcing the Moathouse
Quote:
According to the module, Garrick and the gnolls move up to area 6, and try to hold it using the arrow slits, while Gren goes back to Hommlet for assistance. 6 doesn't seem like the smartest place to defend to me (especially since it eliminates the trap at 26 as a viable strategy), but presumably Garrik is just following the (insane) orders of the clerics.


I think if you utilize the arrow slits all along the upper section, it can be rather daunting to the party since they really don't know who/what is there. I had Garrik and 4 gnolls up there after the party killed big U and returned to town. It wasn't a real tough fight for them (mostly because Garrik rolled horribly), but it's not really supposed to be real tough at this point for them (especially after big U).

You can always have them fall back through 18 or 7 and the secret door when things start getting bad (if they get a shot at it).

Quote:
So what aid would Dunrat give to Gren and the moathouse team? Would any of the other clerics from the mill head back with Gren and her brigands? Would Dunrat give her any of his magic items? Would Gren even return to the moathouse, or stay at the mill?


The module suggests that Chen heads back with her armed with an animate dead scroll, if I remember rightly. I think Gren would certainly go back since this is the moathouse operation is their whole goal. If anything, they'd send more there with the wagon on the way. It really depends on how much Dunrat knows about the party and what he thinks they can or will do.

IMC, Chat was still around (the party captured him but Jaroo released him in Hommlet). So, after the party killed the upper level group (and went back to town again), I left 2 gnolls in 18 (to warn the others), put Gren with her posse back in the items room, and put the 2 remaining gnolls in Garrick's room with Chen and Chat in hopes of ambushing the party when the entered the cleric's sleep chambers.

In the end, my group killed those in 18 fast enough to prevent an escape. The combat with Gren was fun, but shortened with a massive turn by the cleric (+paladin aiding). And the ambush was negated by two invisible (thanks to Chat's captured wand!) rogues scouting ahead quite successfully. I'm very happy with how it turned out nonetheless since it forced them to plan ahead and work together.

Finally, don't forget about the ghasts and ghouls. If you really want to pull out the stops on them, remember that they listen to the clerics. IMC, things happened too fast for the clerics to get more organized than what I have above, but you do have this to add to the mix if the party gives them more time.



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