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Comment
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msherman
Here for a while
(1/8/03 7:40:53 am)
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Paratrooping Ooze
I just had a really nasty idea for the moathouse. My party didn't kill the grey ooze in the corner room -- they noticed it from the doorway, hearing the "schlup schlup" as it oozed out of the cracks and then overcoming the camoflauge, and backed away, so it wisely declined to chase them with it's mighty 10' speed.
So last session, they head down to the dungeon via the secret stairs (PS: does anyone else hate the way all the boxed text in the north-west part of the dungeon assumes they entered via the main stairs?) and when they get to the main stairs, one of the characters makes a big show out of trying to figure out how the two floors align with each other. That's when it occurred to me that the Ooze is pretty much directly above the Ghouls' secret passage from the crypt to the prison.
The party knows about that passage -- they turned a couple of the ghouls in the prison, and made a spot check to see how the ghouls operated the secret door when they fled.
So if the party enters that tunnel (and I think they will, out of curiosity, since it will be conspicuously missing from the hand-drawn map that Spugnoir will give them of the moathouse dungeon), I'll describe it as having very wet floors, with water dripping down from the ceiling. If that doesn't clue them in, the ooze will drop down on the lead character as they pass, with surprise. It's too bad about that "Int --", or the ooze would drop down on the second character, splitting up the party, and preventing them from withdrawing to an open space where more than two characters can attack the ooze at a time.
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The guy from Belgium
Here for a while
(1/8/03 8:16:43 am)
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Re: Paratrooping Ooze
well, sounds cool to drop an ooze on someone
one small remark though...
you said the ghouls operated the secret door to get out of the room:
a) are they this intelligent, especially after being turned and cowering
b) don't they just cower in the nearest corner if there's no visible exit?
i dunno, but a ghoul is only an undead, more intelligent than say a skeleton, but still, they wouldn't have used the secret passage...
but still, the ooze is a nice touch, that should teach em to finish these nasty buggers off when they encounter them
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msherman
Here for a while
(1/8/03 8:20:54 am)
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Re: Paratrooping Ooze
Ghouls have Int 13 -- they are _smarter_ than the average human. Dying and being reborn as a ghoul makes you smarter, though it certainly does change your motivations a bit.
Also, at least IMC, that secret tunnel belongs to the ghouls -- they are the only ones who know about it. They haven't told the cultists, and Spugnoir hasn't found it. I know it doesn't say that in the module, but looking at the map, with the ghouls in the crypt and the prison, but nowhere else, it explains the situation rather neatly. So fleeing via the most direct route back to their home (the crypt) seems like the right thing for them to do when turned.
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Infiniti2000
Here for a while
(1/8/03 11:06:34 am)
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ezSupporter
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Re: Paratrooping Ooze
"It's too bad about that "Int --", or the ooze would drop down on the second character, splitting up the party, and preventing them from withdrawing to an open space where more than two characters can attack the ooze at a time."
Well, if you really want to do this, it's quite justifiable. The ooze sits on the top floor, but can "see" the party down below through the cracks in floor using its blindsight. Blindsight I think is based primarily on sound, so this is believable. Of course, it takes the ooze a round or two to get there, dropping, of course, on the second or maybe third character in line. You can even have the ooze dissolve the iron rungs of the ladder inside the secret shaft, dropping the first character thirty feet.
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