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Infiniti2000
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(2/11/03 10:37 am)
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ezSupporter
Plot Opportunities with Gargoyles
I really like the idea of inviting the party to see a fight at the arena (Map E, near the Air Temple). I forgot who first mentioned it, but it is cool. To add a little flavor to that idea, or spark some new ones, has anyone else realized that both Choranth and Fachish from the nearby Air Temple can turn the Gargoyles*? This has got to put an interesting spin on the relationship between the Air temples and the Pit Master. Perhaps it might be better, in a sense, to replace the gargoyles with harpies, but I like the idea.

* Both clerics have the Air domain and can turn/destroy Earth creatures. Gargoyles are Earth creatures.

Siobharek 
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(2/11/03 1:16 pm)
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Re: Plot Opportunities with Gargoyles
Yeah, it's quite a neat setting for some role-playing. On fight night, the place could be crawling with people from every area of the Mines.

One suggestion: Make up some good opponents and script the fight. Make sure that it's cruel and nasty (as much as your players can handle it), just to show them what the 'hood's like.

About the Air clerics turning the gargoyles: That's great! I can see all sorts of spins: Air clerics trying to get in to fix wagers and control outcomes, other factions trying to keep the clerics away... I'd keep it - too much fun otherwise.

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

Infiniti2000
Still here? Wow.
(4/14/03 10:22 am)
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ezSupporter
Re: Plot Opportunities with Gargoyles
I thought I'd ressurect this old thread instead of creating a new one, by introducing some other pseudo-random thoughts (I still haven't perfected the truly random thought yet). Please feel free to comment on any of this. Even if you think it is dumb or wouldn't use it; that may dissuade me from using it, too, and likely improve my game (what this is all about).

1. Maybe one of Choranth's bear skeletons was Tarren's previous companion. Tarren is now looking for revenge against her and the entire Air Temple. If the party hasn't defeated the Air Temple yet, Tarren will help. If they have, he thanks them for their aid and then leaves the mines, giving them whatever infusions he has left as gratitude.

2. The black urn in Tessimon's chamber contains the remains of a previous lover. He interrupted a ceremony on the platform, for which she shoved him into the pit and then dispelled his fire protection. She keeps his remains as a reminder. In the very slim chance the party resurrects him, he has been dead for 3 weeks, his name is Julian, and he was a level 4 fighter (she was grooming him as Zert's replacement).

3. I'm interested in good ideas on how Firre would commit suicide, if given the chance (i.e. he was not killed by the PC's and they do not remove his insanity). I'm thinking (a) drown himself in the Stalagos, (b) throw himself in the fire pit, or (c) close himself into the iron maiden.

4. Speaking of the iron maiden, will Jurrikath survive it? I've seen pictures of them, and quite honestly I don't see how anyone could (two prongs in the eyes for example).

5. From my reading of the module, the Fire Temple platform just fits into the cavern in the ceiling, allowing no room to look down or shoot spells from above. It says, "...cavern just large enough to accommodate the ... platform..." I've noticed in many (if not all) of the logs and suggestions, people have Tessimon raining down spells while hidden. I don't think that was the intent and I'm not sure how I will run it. Just looking for comments here and not saying anyone did it 'wrong' so please don't react negatively! :)

6. I posted this in another thread, but the if the ritual in the recovered temple/fire node is completed, whether or not it is successful for Big T, it should free Unariq VolTalsimol (the super-cleric, "strongest among us"). Anyone interested in statting him out? Say, Cleric 5/Doomdreamer 5/Contemplative 7? Nah, that's probably too strong. Maybe make him an umbral blot.

7. Can you get through area 141 without stepping on the summoning circle (for the bebelith)?

8. Did you put creatures in the Stalagos? Something makes me want to do this. However, maybe the Water Temple should be blocked off with an underwater fence and gate.

SSShadowcat7
Here for a while
(4/14/03 7:43 pm)
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Re: Plot Opportunities with Gargoyles
Quote:
5. From my reading of the module, the Fire Temple platform just fits into the cavern in the ceiling, allowing no room to look down or shoot spells from above. It says, "...cavern just large enough to accommodate the ... platform..." I've noticed in many (if not all) of the logs and suggestions, people have Tessimon raining down spells while hidden. I don't think that was the intent and I'm not sure how I will run it. Just looking for comments here and not saying anyone did it 'wrong' so please don't react negatively!


When I first read it that's what I thought, too. I figured it was just too good of an opportunity to pass up, having an effectively "invisible" cleric bombard the party. Plus, my group at the time was a bit overpowered and had close to 8 members, so I didn't think it would be too much of a problem. I just wanted my bad guys to last a bit longer, especially in what is supposed to be the most powerful temple in the CRM.

Cordo Crowfoot
Here to stay
(4/14/03 7:59 pm)
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Re: Plot Opportunities with Gargoyles
Quote:
4. 2. The black urn in Tessimon's chamber contains the remains of a previous lover.
Other possibilities, the previous leader of the fire temple, someone from the PCs backstory, a member of Tymerian's party (maybe the cleric).

Quote:
3. I'm interested in good ideas on how Firre would commit suicide, if given the chance
I would make the main requirements 1) that the PCs could find his body and have a chance to piece together what might have happened, 2) that it is something that can be done quickly at the spur of the moment. So I would probably lean towards hanging or just opening up an artery.

Quote:
4. Speaking of the iron maiden, will Jurrikath survive it? I've seen pictures of them, and quite honestly I don't see how anyone could (two prongs in the eyes for example).
Application of Cure Minor Wounds. Actually torture would be much more nasty in D&D, as what always holds torturers back is the pain they can inflict before the victim dies or goes into shock. With application of Cure Minor Wounds that is no longer a problem!

5... I agree

7... I would probably allow this to be done if the characters move carefully.

"They were immediately and absolutely recognizable as adventurers. They were hardy and dangerous, lawless, stripped of allegiance or morality, living off their wits, stealing and killing, hiring themselves out to whoever and whatever came... They were scum who died violent deaths, hanging on to a certain cachet among the impressionable through their undeniable bravery and their occasionally impressive exploits" China Mieville, Perdido Street Station

Zenon
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(4/15/03 4:51 am)
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Re: Plot Opportunities with Gargoyles
Quote:
Other possibilities, the previous leader of the fire temple, someone from the PCs backstory, a member of Tymerian's party (maybe the cleric).


I've always figured that the cleric from Tymerian's party is the skeleton in remnants of armor with the holy symbol of Pelor chained to the wall in the room above Thrommel's coffin in the OF (but I'm just guessing).

Andorax
Still here? Wow.
(4/15/03 8:24 am)
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Re: Plot Opportunities with Gargoyles
Lessee...

3) I'm leaning towards killing himself with one of his own torture implements. Something that is obviously self-inflicted (disembowelment with a knife comes to mind).

4) According to the Book of Vile Darkness, Iron Maidens can be designed to have several different "settings" which determine how much room is allowed between the spikes. You might want to check over the torture device section there, as there's some good ideas to work with.

5) IMC, she came down and floated about 30' above the flames of the pit (and about 20' below the ceiling). She wasn't invisible or invulnerable, but she would stand, cast, and kneel down, and thus had a great deal of cover from the platform itself.

7) I said no. The circle covers the room wall to wall. On the other hand, I also allowed a See Invisible to detect the Bebilith within the circle, kind of a pseudo-etheral state.

8) Pseudonatural Sharks come to mind...kept out of the Water Temple with a large iron grate. That, and perhaps a Kraken in the depths. Fits the "deep, nasty evil" aspects of the place.



Now, as for 6)?

Hmm...

I like your concept, but would modify it a bit. Contemplative would be more a result of recent events. I'd suggest something more like:

Unariq VolTalsimol, the Greatest Among Us: Male Human Lich Clr10/DD5/Ctp3; CR 20; Medium-sized Undead; HD 18d12; hp 117; Init +5; Spd 20 ft.; AC 33 (touch 14, flat-footed 32); Atk +15 melee (9, 6 tentacles from greater tentacle rod) or +13/+8/+3 melee (touch attack); SA Chill soul, dark lore, maddening howl, rebuke undead 9/day, touch attack; SQ Dark communion ritual, doomdreamer secrets, insanity, undead immunities, turn resistance +4, DR 15/+1, immune to cold, electricity, polymorph; AL CE; SV Fort +12, Ref +11, Will +15; Str 14, Dex 12, Con -, Int 22, Wis 23, Cha 20.

Skills and Feats: Concentration +21, Heal +17, Hide +3, Knowledge(arcana) +24, Knowledge (Planes): +15, Knowledge(religion) +27, Listen +18, Move Silently +3, Scry +15, Search +14, Sense Motive +9, Spellcraft +27, Spot +9, Spell Focus (Evocation), Extra Turning, Heightened Turning, Improved Initiative, Lightning Reflexes, Maximize Spell, Craft Wonderous Item, Spell Focus (Necromancy).

Chill Soul (Su): Can touch a living creature and inflict 3d8 points of damage. This can be used in conjunction with an inflict wounds spell, but is negated if the victim is wearing the purple robes of Tharizdun.

Dark Lore (Su): 1/day speak a creature's secret. Target must make a Will save (DC 20) or be stunned for 1d3 rounds.

Maddening Howl (Sp):1/day, as a standard action, give a howl that affects all living creatures within 50 ft. Those in the area must make Will saves (DC 20). Faliure means that the victim stands still (treat as dazed) for 1 round.

Dark Communion Ritual (Sp):1/week can perform a ritual (this takes a full night and must be performed in a temple with a human sacrifice) that allows him to gain knowledge (See Appendix 2).

Doomdreamer Secrets: Deeper Madness (Ex) +2 to Insanity score. Kiss of Undeath (Su): Double turning level (rebukes/commands as Cleric 22 w/ shield). Unholy Pact (Ex): 1/week can cast any Planar Ally spell without any sort of payment.

Divine Health (Ex): Immune to all diseases, even magical ones.

Slippery Mind: Receives an additional save versus any enchantment one round after the first one fails. Success on the second save results in freeing him from the effect.

Divine Wholeness: Can cure himself 6 hps of damage/day, as with Paladin "Lay on Hands" ability.

Fear Aura (Su): Will DC 23, creatures with less than 5 HD (60' radius) must save or be affected as if by a Fear spell cast by an 18th level sorceror.

Touch Attack (Su): Deals d8+5 Negative Energy damage (Will DC 23 for half: Lich ability). Paralyzes foes permanently (Fort DC 23) in a manner that makes the foe appear dead (Lick ability). Inflicts a Negative Level (Will DC 16: Armor ability).

Turn Resistance (Ex): Unariq has Turn Resistance +4. All total, he is turned as a 22 HD Undead, but if he chooses, he can Bolster himself (through Heightened Turning) to a higher level.

Damage Resistance: 15/+1

Immunities: Cold, Electricity, Polymorph, all Undead immunities.

Insanity (Ex): Insanity score 11. Wis 34 for bonus spells and DCs; Wis 12 for all other Wis-based checks.

Spells Prepared (6/9/9/9/9/7/7/7/7/4; base DC = 22 + spell level):
0 - cure minor wounds, detect magic, light, mending, resistance (2)
1 - bane, command, comprehend languages, cure light wounds, entropic shield, obscuring mist
protection from good, random action^, shield of faith
2 - bull's strength, darkness, death knell~, Desecrate, hold person (2), silence, spiritual weapon,
magic missile^~
3 - bestow curse, cure serious wounds (2), dispel magic, invisibility purge,
magic circle against evil, magic vestment, protection from elements, rage^
4 - castigate*(2), confusion^, death ward~, discren lies, dismissal, neutralize poison, restoration,
spell immunity
5 - wall of force^, dispel good, flame strike~, slay living~(2), spell resistance, wall of stone
6 - blade barrier, etherealness, forbiddance, greater dispelling, heal, Repulsion^, word of recall
7 - blasphemy, death of thorns@, destruction (2)~, disintegrate^, slime wave*, summon monster VII
8 - chain of chaos*, discern location, Maximized flame strike~, greater planar ally, mass heal,
Tharizdun's maddening scream^, unholy aura
9 - annihilation^~, energy drain~, implosion~, miracle

^ Domain spell. Deity: Tharizdun. Domains: Destruction, Force and Madness.

~ Because of Spell Focus (Necromancy) or Spell Focus (Evocation) the base DC against these spells is 24 + spell level.

Posessions: Greater tentacle rod (see Appendix 1), +2 Energy Drain* full plate armor, +2 Sacred* large steel shield, helm of vision*, ring of protection +2, cloak of resistance +3, necklace of prayer beads (karma), torch of revealing (1 cone of Incense of Dreaming), black thurible (without incense), Greater holy symbol* (obex).

* See Defenders of the Faith
@ See Book of Vile Darkness. Corrupt Spell.

Lich, I based off of the idea that survival within Tharizdun's prison would require something more than mere mortal flesh is capable of. Yes, he's exceptionally powerful...he had to be, to be "strongest among us".

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

Edited by: Andorax at: 4/15/03 11:10:35 am
smetzger
Here for a while
(4/15/03 12:09 pm)
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Re: Plot Opportunities with Gargoyles
Quote:
8. Did you put creatures in the Stalagos? Something makes me want to do this. However, maybe the Water Temple should be blocked off with an underwater fence and gate.


This screams Krachan ala Fellowship of the Ring.

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