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Abelard
Still here? Wow.
(1/13/03 6:48:14 pm)
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guests of the water temple
Hello Hivemind...

I have a session tomorrow night and no idea how to prepare for it. Perhaps the problem is more that I have plenty of ideas, but I'm not sure where to focus.

Here's the scenario, in general.

The party has wiped out the South Gate, and, more recently, D'Gran and the Fire Bridge complex. They've also cleared out most of the tunnels from the Water Gate down to the edge of Fire Temple territory. Tal Chammish the Temple spy in Rastor has been killed and the Tanbrosh ring broken up.

It's been three or four game days since the final defeat of D'Gran.

Earlier, the party had peeked into the Water Gate room, exchanged a few words with Poolidib, decided they didn't want to mess with kuo-toa at the time, and left. In our last session, they returned there and talked some more.

I had decided that Poolidib reported the previous brief encounter to his Temple, and the Water cultists had guessed that these might be the people responsible for wiping out the Air Temple and messing around with D'Gran. (Even though they don't know all details, they know that someone has been kicking butt around the South Gate in the past month.)

So on their return to the Water Gate in our last session, Poolidib greeted them cautiously but friendly-like, confirmed that they were the successful local troublemakers, and suggested they come with him to hear out an offer from his superiors. And so the party clambered into Poolidib's boat and sailed across the crater to the Water Temple.

The latter part of the session entailed them being led through the water temple to Kelashian's (sp?) "throne room", where in addition to the high priestess, they met the albino elf wizard and the non-fiendish kuo-toa priest (can't remember names). Kelashian presented the Water Temple's plan to destroy the Fire Temple altar with the disintegrate scroll, with the idea that the party become the assault team. In exchange, the Kelashian offered to grant the party both the Air Temple keys (currently held by the Fire Temple) and the Fire Temple keys. (The party doesn't know about "blessings" and that these keys are less valuable when the respective temple altars have been destroyed.)

So there was a lot of smiling on both sides, and the Water priests offered to put up the party in a storeroom overnight while they consider the offer.

Now the question: where to go from here? Here are a few considerations.

1. One of the players was absent, and his PC didn't make the trip to the Water Temple. How can he hook up with the group? The main party did leave an NPC behind at the entrance who may speak with him - but see below. (The left-behind PC does have access to the "sending" spell, thankfully.)

2. The party might just decide to take on the Water Temple in combat immediately. I feel like I want to discourage this, but of course I'll let them do what they want to do. How would the Water Temple defend themselves from "enemies in their midst" - like, where would they put them? What precautions could they take against a surprise attack? And how would you estimate their chances? (8th level party, 4 PC's currently in the temple with one left behind.)

3. Should the Water Temple just decide that if they kill these strangers and take their nice stuff, they'll be fine attacking the Fire Temple on their own? I could see that, though it'd be kind of boring, I think.

4. The party will try to say, "Interesting offer - we'll get back to you. Please take us back to the gate now." I think this is a pretty likely course for them to take, as the party will want to hook up with the missing PC, among other reasons. I think the Water Temple will not be pleased with this request from the party - what, we showed you our Temple, told you our attack plans, and now you just want to walk out? I don't think so!

But what leverage can they use to twist the PC's arms'? I've thought of several: they could capture the NPC left behind, and hold her hostage. They could try to get one of the PC's in the Water Temple alone and capture him, holding him hostage. These options, though, especially the second, are just likely to cause the party to attack. They could say, "OK, fine - have fun finding your way back there! We're not taking you in the boat." (I figure that's probably their biggest leverage, actually.)

A neat option for the party might be to go ahead with the attack, but have the separated PC, the NPC, and perhaps Poolidib plus a few kuo-toa warriors make a diversionary attack on the Fire Temple area from the west, while the rest of the party goes on the "destroy altar" mission from the east. (Though this would be a pain to run, certainly, with a separated party and all that, it would be pretty cool, eh?)

Anyhow, that's my brain dump. Any advice on Water Temple personalities, tactics, and options is appreciated. Also if anyone has run that Water Temple attack on the Fire Temple, with or without the party being involved, I'd love to hear how it went!

Infiniti2000
Here to stay
(1/13/03 7:39:49 pm)
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ezSupporter
Re: guests of the water temple
First of all, I don't think the stranded party member should be punished, for lack of a better word, for not making the last session. I'd probably just have Poolidib go back to get the other PC. If he's captured, he'll not only miss out last session, but this one as well when the party takes on the fire temple. That might work out in the case of a near TPK, but it would not be fun nor would it help anyone.

It seems as if the water temple (rightly) fears the adventurers. I doubt they would threaten the PCs or even think they could take their stuff. The water temple's goal is to take down the fire temple. I prefer the idea of just letting the party go, if they wish.

Is there nothing that the party would value that could tempt them? Perhaps knowledge? "If you help us disintegrate the fire temple altar, we'll tell you everything you need to know, and we'll owe you a big favor." As a last resort, they might point the party towards the naga and tell the PC's to talk to Zeityan. The PC's might not be able to resist. At this point, you can then decide if the temple forces will let them leave peacefully or not. Why not let them think about it?

In the event of a party attack, give the water temple the benefit of the doubt (augury, other choices) and let them be fully prepared. In any case, the water temple should have summoned a huge water elemental and some of the forces will have used the powers of the pools.

The diversionary tactics indeed sound cool. Give the party a chance to think of it themselves first, however. Throw a blank piece of paper on the table and emulate a "war room" like atmosphere, with Nilbool and Urlurg drawing a crude map of the fire temple area and some of its forces. At this point, the fighters should be able to step up and offer additional plans. I don't think splitting the party up like this would be too much of a pain to run, and it would be worth the trouble. It would also be a great time to use lesser telepathic bond.

Kelashein
Here for a while
(1/14/03 12:19:30 am)
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Re: guests of the water temple
1. Absent Player: IMC I try to keep suspension of disbelief. There is no likely way that Sending will be of help. In 25 words or less, the Sendee could message back where they are but how to describe the route? And if the PC shows up, how does the Temple react? First they attack, of course because an outsider has just encroached. If the PC's manage to stop the fighting, Water will be rather annoyed that the location of their temple was given so freely. So you have a conundrum. If the PCs are so bold as to explain WHY they need to make a trip to Rastor (just about any excuse would probably do with a decent enough bluff check or maybe diplomacy if they're not lying) Water would likely allow them to go. They could also offer to "keep an eye on" one of the present PCs while they look for their friend. Roll a die (to pretend its random) & then pick the best talker.

While they're away, cut scenes to the talker & put her in some sort of jam. Maybe Oomkaan will invite the PC into his quarters and insist on sharing his hookah. Oomkaan would probably like to know something of the strengths and weaknesses of the party "so that he can send an appropriate escort" along with. No sense in doubling up the rogues, right? If the PC is clever, she might learn something of the strengths of Water. Of course, it's the most powerful element (puts out fire, erodes earth & invades air). Aside from that, she could learn of Oomkaan & Nilbool's rivalry. If they get really blitzed (and she gets phenomenal gather info's) she might learn that Oomkaan (not mentioned in text, but IMC Water is a major part, so I've done a lot of thinking on them) thinks that Nilbool has something to do with the missing Sword of Water.

If they claim that they need to pick up supplies before invading a Temple, have Water offer them supplies from their store-room. They'll be in a fix but if they think quickly they should find a way out. If they can't convince Water to give them a little time (and it were IMC) I would offer to let the player run the NPC.

2. All of the Kuo-Toa know how to summon an elemental, so a cleric isn't necessary for that. How they would defend themselves would be situational. You might assign a % to whether Oomkaan is in a delirium at the time (and how far gone he is: Monte left it to OUR imagination exactly what he's putting in that hookah, all he said was that he "spends too much time with it" or something like that). As far as their chances, I would say pretty slim. There aren't a lot of doors in that Temple so the whole place is likely to be alert quickly after a battle breaks out. There might be some delay with the Kuo-Toa (who live under water & might not hear fighting) but there is likely some system, such as a warrior runs to the edge of the water and starts slapping it until the reinforcements arrive. Urlurg is nearly invincible (considering his level). If they manage to take out Kadiss before he becomes too much of a problem, they'll be better off (he only has a few hp). It really just depends. The larger problem is that if they DO succeed in smashing Water, they're cut off and behind enemy lines. I don't suppose they've already taken out Earth...? Not that Earth is overly tough, but if they're weakened and so on, Earth might be where your TPK happens if not Water.

3. No. Kelashein is a megalomaniac and she would be more likely to think (unless she is suspicious of your gang) that they would make nice recruits. If she IS suspicious, she'll send Moolowik, Urlurg & Nilbool to keep an eye on them (and gauge their prowess).

4. See #1.


IMC the party stayed in #192 (hard to beat that atmosphere).

The diversionary attack wouldn't be too hard to run and maybe you could (if negotiations go well) have the PCs plus Moolowik (make a sheet for him, he's fun to play) attack the Bugbears so that the way will be clear to the Temple. With that accomplished, you can run the attack as planned (once they've convinced the Earth Bridge guys to give them free passage). Now the missing PC, the NPC who was sent to fetch him and Urlurg & Nilbool or Poolidib. Both if you think they're mission will be tough (especially if the best communication those two can muster are hand signals).

If you offer information AND a favor, Water will be entitled to sense motive vs diplomacy when "certain" questions are asked. Kelashein is looking to move up and if she were the one to forewarn Master Hedrack of an impending
attack, she might be owed a favor.

Good luck. If I awaken early enough tomorrow, I will send you some notes on personalities that I have developed IMC.











Siobharek 
Still here? Wow.
(1/14/03 12:44:01 am)
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Re: guests of the water temple
I would have had Kelashein make the PCs swear that they would help taking out the Temple of Fire before giving them the details of their plan. But that's water under the bridge by now.

I gave Nilbool a scroll of teleport in addition to the disintegrate. If the Fire Temple altar makes it save, Nilbool and the monitor 'port out. Either way, the two kuo-toa leaders teleport out as fast as possible, as the Temple of Water definitely intends to kill the PCs once the Fire Temple has been taken out.

If the group says that one of their comrades was left behind and they want to fetch him, let Moolowik and some kuo-toa warriors escpot one PC back to fetch the remaining PC.

Other than that, I think Infiniti2K has it pretty much nailed. I ran a "PCs join the forces of Water, kick butt, get betrayed, escape, and come back for revenge"-scenario a few sessions back, and it worked like a charm. Good luck.

Siobharek
...it is a tale
Told by an idiot, full of sound and fury,
Signifying nothing.

Abelard
Still here? Wow.
(1/14/03 12:28:05 pm)
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Re: guests of the water temple
Thanks for the feedback!

"First of all, I don't think the stranded party member should be punished, for lack of a better word, for not making the last session. I'd probably just have Poolidib go back to get the other PC. "

Oh, I agree! I don't want to punish him! I just want to keep it realistic - the rest of the party is now literally on the other side of the crater from where he'll go, so getting back together shouldn't just be "free".

Actually I have been thinking that simply having Poolidib ferry him back might be just fine. They could have a small encounter with some spider eater riders, who will give Poolidib a hard time for all this naval activity in the crater.


"It [possible diversionary attack] would also be a great time to use lesser telepathic bond. "

What level/class is "lesser telepathic bond"? I'm not sure they have access to it.

I liked the idea of a little "hookah session" with Oomkaan... if things break that way, I'll probably try that scene!

I had also thought the water temple wouldn't send any of their forces along if the party does agree to assault Fire. Why risk them? But maybe I should rethink that.

"I would have had Kelashein make the PCs swear that they would help taking out the Temple of Fire before giving them the details of their plan. But that's water under the bridge by now."

You're right! Did I mention how ill-prepared I was for that last session? I was winging it all the way. I often find myself giving out too much information too easily when that's the case...


Siobharek 
Still here? Wow.
(1/14/03 2:03:35 pm)
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Re: guests of the water temple
If the PCs go off with no Kuo-Toa escort, what's to keep the party from ratting to the Temple of Fire. Kelashein is probably enough of a megalomaniac to believe that her kuo-toa forces are strong enough to keep the party in line, but maybe you should consider the possibility of a pre-emptive double-cross by the party. What's to keep them from killing Nilbool, the monitor and whatever poor warriors who go along on the attack against the Temple of Water - and then reveal the entire plan to Tessimon?

No, basically the party should not be allowed to leave the Temple of Water unsupervised. As I see it, Nilbool is probably the most sane of the lot. I could easily see him level with the party and tell them that the Temple of Water appreciates their offer to help, would like them along, will offer them great rewards (did your players ask for a reward? Mine didn't: A dead giveaway that they weren't as mercenary as they made themselves out to be) - but cannot let them go for fear of them revealing the plan.

Also, another thing to consider is Kelashein's further reactions when her plan is carried out. What will she do if she succeeds? If she fails?

Abelard, on another note: Thank you very much for the magic items in Verbobonc text (now immortalized in the BoB): I use the info presented there almost every time the group goes to Verbobonc. It's an invaluable assistance to me. :)

Siobharek
...it is a tale
Told by an idiot, full of sound and fury,
Signifying nothing.

Infiniti2000
Here to stay
(1/14/03 2:05:58 pm)
Reply
ezSupporter
Re: guests of the water temple
"Actually I have been thinking that simply having Poolidib ferry him back might be just fine. They could have a small encounter with some spider eater riders, who will give Poolidib a hard time for all this naval activity in the crater."

Hmm, that gives me another idea. Perhaps, if the party is relatively unaware of the spider eaters and the lightning bolt defenses, you can introduce them. As Poolidib paddles the last PC back, suddenly he can look up and cackle in glee. "Look up there! See that flock of geese? Watch this!" Then, he and the PC can watch the spectacle of the towers shooting lightning bolts at the geese. You can even have a spider eater carry in a few people, for food, from outside the CRM, towards one of the towers. Of course, the spider eater would currently be chewing one of the delicacies...Use humans, dwarves, etc., as appropriate. Whatever offends your party the most. :evil

"What level/class is "lesser telepathic bond"? I'm not sure they have access to it."

It's in the DotF, IIRC, so you might not have access to it. It merely always telepathic communication between the caster (cleric level 3 spell I think) and one willing subject. During casting, the subject must be within 30ft or so, and then there is no limit. The spell lasts for maybe 10m per level or something. Obviously, this is the ideal spell for this situation as it will greatly help coordinate the attack.

Kelashein
Here for a while
(1/14/03 9:02:25 pm)
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Re: guests of the water temple
Message works good for stuff like that, too. Especially if there are scouts.

Kelashein
Here for a while
(1/14/03 10:31:27 pm)
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Re: guests of the water temple
Okay I tried just copying a file from my computer. It wasn't working. I'll just freestyle instead:

Kelashein--Complete megalomaniac. If the news is good she loves the messenger. If a spy is caught, they'll be executed in front of the whole temple & then fed to the Chuul. She is not immune to flattery. Her final goal is to be High Priestess of the Temple of All Consumption.

Moolowik--Fairly clever. IMC he learned Common from one of the PCs who knew Aquan. Keep in mind that he must be some kind of McGuyver because he works without supervision despite his level.

Nilbool--2nd Whip. Would simply LOVE to present the Sword of Water to Kelashein so that his position could improve. IMC his faction contains Moolowik, one of the Kuo-Toa Fighters @ Water Gate (a spy), most of the Human Warriors, the Mephits & the Skum.

Oomkaan--1st Whip. Really does spend too much time with his hookah. He's become incompetent, complacent & so on. If confronted by Nilbool (with the Sword of Water or some other scandal) he'll declare a Challenge of Champions. This is a duel fought by those chosen by the Whip for the honor of the whip. It's a Kuo-Toa tradition I came up with to give a pair of rival PC's an opportunity for a controlled environment with which to duke it out in the Arena south of the Air Temple. Fun. His faction includes Urlurg, Poolidib, all of the Kuo-Toa Fighters and most of the Kuo-Toa regulars.

Poolidib--Third Whip. He has an important position and relishes it. He's pretty power hungry but is aware that he is not a contender...yet. One day, he will be first whip.

Urlurg--Monitor. He's sort of quiet, but when he speaks he is listened to. All in the temple fear him becuase he is unlike them (Lawful) and because he is pretty much invulnerable. Oomkaan's hold on most of the Kuo-Toa is directly because of his association with Urlurg.


Sorry I didn't get this out before your game started. If these guys are still standing, I hope this is of help.

Abelard
Still here? Wow.
(1/15/03 5:34:18 pm)
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Re: guests of the water temple
Well, all the Water Temple NPCs are still standing. The same cannot be said about the Fire Temple NPCs.

The session went well as a whole, and I was mostly pleased with it, except for at the very end. The players were pretty pleased with the whole thing.

We started with more fun in the Water Temple. Through Sending, the missing PC hooked up with the rest of the party. The Water Temple agreed to have someone go tell Poolidib to bring him over. This worked out well for me, as it gave me a chance to introduce a new NPC during the boat ride: the captain of the spider eater riders (I made him up), who harrassed the boat with flaming arrow fire.

(One of the PC's in my campaign is a munchkin uber archer. Earlier, he lost his Quiver of Ehlonna. So I made up this captain NPC to be the guy who has the quiver, and also to try to out-archer the PC a little bit - to give him a rival.)

Reunited in the Water Temple, the attack plan was discussed further. Then Kelashein proclaimed that they would have a feast in the Water Temple proper to celebrate the alliance and the anticipated victory over Fire. We had some decent roleplaying there. The party met the monitor for the first time. The elf rogue chatted up Kadiss and his elf warriors; I went with the idea that they were Celene isolationists and delivered that info.

Oomkaan did not come to the party, but he appeared at the edge of the water and stared at the Olidammara priest in the party. When he had his attention, he beckoned for him to come over. The wizard used Dimension Door to bring the priest over to the "shore" (the other players groaned that he revealed this trick to future enemies!). Ooomkaan brought the priest back to his little alcove where they shared some hits of "sea mist" from the crystal hookah. I played him up as being dreamy, artistic ("You like my statue out there? Pretty good, huh?"), sort of apathetic.

He told the priest he'd seen him in a dream and knew he served the laughing god. He said he'd seen in visions that the PC's would join with the Water Temple, succeed in their attack on the Fire Temple, then betray the Water Temple, which would then destroy them. This was a very friendly, matter-of-fact conversation - must have been the "sea mist". He did also make disparaging comments about Nibool, calling him a thief and hinting about the water sword.

Last Kelashein asked if any of the PC's wanted to touch the pools and receive the blessing of the EEE... The Olidammara priest decided to try it (perhaps the "sea mist" again?). After losing 6 points of Con from the green slime pool, he almost didn't finish, but at last he did. The PC is Chaotic Good, so by the module his only reward would be a saving throw against the compulsion to drown himself, but being a priest of Olidammara with the Luck and Trickery domains, I cut him a little slack. After a good Knowledge (Religion) check result for him, I told him that he had received, like a bolt out of the blue, a communication from his god: an image of himself shouting out "Waves pound relentlessly!" So he shouted it, much to the surprise and consternation of the Water priests, and I gave him the beneficial effects of the pool (bull's strength, cat's grace, water breathing).

None of the other PC's risked touching the pools. (Smart for them!)

The next morning, they proceeded with the assault. Each received an Endure Elements (Fire) from Kelashein or Oomkaan before setting off. Nibool and the monitor, plus 4 kuo-toa fighters, accompanied them through the bridge portion of things. They waited for them just outside the fire temple's zone.

The party finished off the salamander and hell hound guards easily enough. The wizard dropped a Web spell in the hallway leading up to Tessimon's quarters - they didn't know the layout exactly, but the Water Temple had told them that way led to "priest quarters".

Using the pass phrase to open the doors to the Temple proper, the wizard wasted no time reading the Disintegrate scroll. Unfortunately, the platform made its saving throw against the spell. (By my reckoning, it's a CL 18 thing, so it only needed to roll an 8+ to beat the Disintegrate). So the disintegrate did only about 15 points of damage to the platform.

The players dithered for a few minutes, then decided to try to finish the job the hard way. The wizard, flying, brought the ranger/monk over to the platform. After (uselessly) throwing the drum and candelabra over into the fire pit, the ranger/monk tried pushing the stone altar off the platform. I decided it was firmly attached, but that did start the transformation into its amethyst/paralyzing form.

As they arrived at the platform, out came the burning skeletons. The cleric moved into the room and turned them all in three tries. The rogue (invisible) and archer waited outside, guarding the way back.

Next the ranger/monk decided to use her Spikes-enhanced club to smash the altar. Unfortunately the module talks about the platform being destroyed and gave its stats, but not the altar. So I made it up - hardness 8 (stone), 40 hit points. I also decided that the monk would have to save against the paralysis, even though she was using a club and not touching it directly. It took her nine blows (and nine successful saving throws!) to shatter it.

So then what? Altar destroyed but not platform... I decided that the platform was actually the key to the place's power. Smashing the altar would hurt the Fire Temple but not cripple them.

Also, I had decided that each round they spent there, there was a 1 in 10 chance that Zert would come by on his rounds. Just before smashing the altar was completed, his number came up and he came into the room. Clomping around in his heavy armor, he didn't get too far. The cleric ran up to engage him in melee while the uber archer poured arrows into him and the wizard poured magic missiles into him. Ouch. He hit the cleric with the fire blast from the sword of fire, and tried one full attack against the cleric - all misses; pitiful rolls. That was it - he went down.

Next, the monk started smashing the platform itself with his club. Slow going; the cleric started dragging Zert's body towards the door (all the better to loot him).

After that, I decided that Tessimon would show up. Here's where things went badly (from my point of view). I wanted her to chase the PC's away, but of course it didn't happen that way. They took her out relatively easily... she dispelled the web, then walked down the hall to see what was going on. She could see only the monk and wizard out on the platform; the cleric was out of view inside, the archer was just inside the door but standing (spider climbing) on the wall above the door, and the rogue was invisible and standing right next to her. She started casting divine power, and WHAM - AoO/sneak attack from the rogue for about 25 points.

Miraculously, she made the concentration check to get divine power off (I rolled a natural 20 I think), but it didn't help much. The rogue acted at his regular turn, and used Quicker than the Eye to get another sneak attack on her. Boom - another 25 points or so. Now visible, he started yelling for help, bringing the archer almost instantly. A few arrows later, and the temp hit points from divine power were gone, and she was down to like 2 hit points or so.

Tessimon started retreating up the passage back towards her quarters, but too slowly. She cast cure critical on herself and bought a little time. The rogue tumbled behind her, then the cleric arrived to get into flanking position. Actually they didn't really hurt her much, but the archer is just deadly - 3 arrows per round puts the hurt on you really fast.

At this point she should have just broken and ran, but she tried one more round of retreating followed by unholy blight, hoping the "sickness" might slow down the archer a bit. (Blindness on him would also have probably been a better choice.) But all three made their saves - DC 19? No problem!

More arrows and she's down and dying. Meanwhile, the monk has finally smashed the platform, and after having to get out of the flaming pit, he and the archer are on their way to join the rest. I had Firre come out through Tessimon's door, having heard a commotion. He did manage to catch the rogue with Hold Person, and, since the cleric wasn't close enough to interfere, the next round he successfully pulled off a coup de grace on the rogue. A PC down! Revenge for Fire! But it hardly mattered as he quickly fell to the combined might of the rest of the party, and they do have a raise dead scroll from the Air Temple, so he'll be back soon enough.

To make things worse, they dragged both Firre's and Tessimon's bodies (including gear) back to the bridge. So raising her won't be easy.

It was a fun session, and not a walkover for the PC's, but I was very annoyed with myself for throwing away Tessimon like that. I didn't think I played her that badly, but probably she should have taken time to buff up and/or get help before dispelling the web. My thinking was that she would want to get to the temple and platform as quickly as possible, but while that may be true, it was kind of stupid for her to take the route which would most likely bring her to the enemy.

Also, I had totally forgotten one key fact: Heunar had escaped the destruction of the Fire Bridge complex and made his way to the Fire Temple. So Tessimon & co. had received a warning about the party, including a fairly good description of their abilities. So she should have been more wary, especially about the archer, whom she would have known was a very lethal customer. But I had completely forgotten about this and played her as being essentially ignorant about the threat represented by the party.

Ah well. It should be interesting to see what happens from here, however, as the Water Temple may try to take advantage of the party's at least slightly battered state and jump them. I'm certain that a dispute is going to break out over Tessimon's and Firre's loot - particularly the tentacle rod, which Kelashein is just not going to relinquish without a fight. It may or may not lead to combat, but at the least I forsee the party being kicked out of the water temple without a boat ride back to the gate. I think that stranding them in the CRM for a while should be fun... though the wizard can pretty easily get them out with Dimension Door, I guess. Darn stupid wizard!

Siobharek 
Still here? Wow.
(1/15/03 11:52:33 pm)
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Re: guests of the water temple
Sounds like a good session. Things might have gone differently if she had, say, told Firre to go for backup or - as you yourself points out - Tessimon had buffed up prior to entering, but as long as the party is pleased with itself.

But the Fire Temple fight seems to have been easy. Maybe too easy. So my suhggestion would be that the Water Temple makes an ambush right away. The won't necessarily fight to kill, but they will attempt to take the party down in order to get the loot from the Fire Temple as well as the PCs' equipment.

IMC, the party took down almost the entire Fire Temple (but they didn't break the altar, so now there are 2 noble salamanders in the temple!) and were quite cocky. Then they took down the areas closest to the Water Temple altar with relative ease (they flew in low at dawn). Then I sprang my ambush. Result: 2 PCs dead and a renewed respect for the CRM - and the adventure as a whole.

So I recommend that you do the same: Use Nilbool, Kelashein, Kadiss & the gang, Gouguoq (sp?), and as many of the grunts as are necessary. If you spring the ambush, you will control the combat and maybe stand a better chance at getting some decent spell combos off.

Siobharek
...it is a tale
Told by an idiot, full of sound and fury,
Signifying nothing.

Caedrel
Here for a while
(1/16/03 7:34:16 pm)
Reply
Re: guests of the water temple
It sounds like a well planned strike with surprise on the Fire Temple, with Water Temple forces augmenting the PCs, so I'm surprised the Fire Temple went down as easily as it did. They should still have Skassik and some of the salamander forces further south west, but with the altar and platform destroyed, it's going to be a while before they're any sort of threat again.

My party is in a similar position (came in the South Entrance, took out the Air Temple, negotiated with the Water Temple, attacked the Fire Temple), and my thinking about the NPCs agrees exactly with Siobharek - the Water Temple are happy to ally with the PCs to take down the Fire Temple, but that's only because the Fire Temple is stronger than they are. They don't need the PCs' help to take out the Earth Temple, and if anything the PCs now represent a threat to themselves...

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