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ogier300
Looking around
(1/17/03 11:11:23 am)
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A lull at the CRM
My party has finally withdrawn from the CRM, having spent two weeks smashing their way through the Main Gate, Western Bridge Complex, Earth Temple, Northern Bridge Complex and Water Temples. They reached the Eastern Bridge Complex, tested its defenses, then withdrew back to their camp at the Main Gate.

Where they discovered that it had been attacked and ransacked by a Demon summoned by Hedrack in the Outer Fane. So the party has pulled out and is in Rastor at the moment, regrouping. Party is Human Wiz10, Elven Pal10, Human Ftr4/Rog5 and Dwarven Clr9.

Hedrack believes, based on what the Demon reported, that the party is destroyed (the Main Gate camp had a couple low-level adventurer groupies/hanger's on), so isn't too concerned. I'm going to have the traitor Priest intercept reports out of Rastor about the party, and use that as the chance to introduce his aid.

What I need some suggestions about is how Hedrack rebuilds the CRM defenses and the destroyed Earth & Water Temples... or if he bothers, given what would be a recent discovery of Lareth as the Champion (Lareth's body is currently buried behind an outhouse in Nulb).

Right now, I'm figuring Hedrack will send Clerics in to Animate Dead on the bodies and jam them into the Main Gate to hold it for the time being. Possibily, he's recruit the orcs in the southern areas to become the new Earth Temple. I also figure he'll strip some forces from the Fire and Air Temples to build a 'Action Response Team' and set them up with the two assassins to deal with further incursions. This might take a week or so to organize.

Any other suggestions for what Hedrack might do?

AshaThoth
Looking around
(1/17/03 11:27:31 am)
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Three words, baby...
GLYPHS. OF. WARDING.

All over the damned place. You know the scene in "RoboCop" where Kurtwood Smith and his gang of crazy kids turn Peter Weller into yesterday's hamburger? Like THAT. Only with magic.

It's cheap, efficient and fun for the whole family.

ogier300
Looking around
(1/17/03 11:29:20 am)
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Thanks!
Ooh, good idea. Fits in with my secondary idea that Hedrack's not too concerned about the CRM at this point, what with Thardizun's imminent return. Plus, it'll reward the PCs for remembering the Secret Entrance the water naga showed them.

Thanks!

Grumgarr
Here for a while
(1/20/03 4:52:24 am)
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Evil makes a moathouse a moathome!
Quote:
GLYPHS. OF. WARDING.
All over the damned place. You know the scene in "RoboCop" where Kurtwood Smith and his gang of crazy kids turn Peter Weller into yesterday's hamburger? Like THAT. Only with magic.
It's cheap, efficient and fun for the whole family.


I agree this is a great way to keep 'pesky adventurers' out of your evil temple, but IIRC there is a fairly significant GP cost for material components for the spell (is it as much as 500gp a time?), so it's not exactly 'cheap' - hiring mooks is cheaper, but less...impressive.

I used a few extra glyphs myself, but tried not to go mad - the priests aren't vastly wealthy. And if you do use glyphs, remember to use a mix of blast glyphs and spell-effect glyphs, or your party's Rogue may end up setting off all the blast glyphs and cleanly dodging the lot with Evasion.

Grumgarr

Edited by: Grumgarr at: 1/20/03 4:54:38 am
Andorax
Still here? Wow.
(1/21/03 9:30:49 am)
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Re: Evil makes a moathouse a moathome!
Hedrack already uses Greater Glyphs of Slay Living in his quarters...he might well put a few more out in opportune places.

Another step...have Chymon place an Alarm or two. It's on her Sorceror list, and handy for, at the very least, the far end of the Fire Bridge.

"Whadda ya mean, Orcs get levels too?!?"

Kelashein
Here for a while
(1/21/03 7:32:31 pm)
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Re: Evil makes a moathouse a moathome!
Since they've sacked 2 temples, Hedrack has definately gained notice. Decide for yourself how long it took him to figure it out and then double the return rate. Also, mine the monster manual for new races to represent the temples. The adventure is sorely lacking in Kobolds, for one! Assume two of them for every one trog or kuo-toa to keep the challenge up and make sure they trap everything in sight. If it were me, I'd go with Kobolds for Earth (appropriately leveled leaders, of course) and maybe Lizardfolk for Water (with a King in charge...do we still have stat. Sure these two don't really compare with Trogs & Kuo-Toa, but he'll have to take what he can get and hope to slow down your PCs a little. They'll probly regain lost territory quickly which will prevent your game from bogging down.

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