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Infiniti2000
Here quite a while
(3/4/03 9:17 pm)
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ezSupporter
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Reaction Chains Revisited
From the BotB: "I thought that this was a good one by Tabletop God. It would be good to see some more stuff like this, as a lot of the questions seem to be '...and then what happens?'"
So, I took the time to "redo" the main gate, and I plan on working on the some others, specifically the south gate next. I also have a table for the main gate areas (C1-C19) including spot/listen checks, EL, creatures initially located there, response time to the bells, and some general comments that provide useful reference information.
Area EL Creature Spot Listen Response Comments
C2 4 4 gnolls +3 +3 0 *, ring bell
C3 2 4 h war1 +1 +1 0 *, ring bell
C4 4 4 gnolls +3 +3 0 *
C5 2 4 h war1 +1 +1 0 *, flee through secret passage
C6 5 howler +17 +17 0+C8 howl
C7 3 Wormspike +2 +2 1d2+C8 takes everyone to Mereclar
C8 5 Mereclar +11** +8 1d2+C6+C7 questions everyone, sense motive +1
C9 5 10 h war1 +1 +1 1d6 *
C10 6 8 gnolls +3 +3 1d6 *
C11 6 Terrenygit +2 +5 0+C12 bolster/rebuke at +1, affects (2d6+6)HD
C12 5 12 zombies N/A N/A N/A usually commanded by Terrenygit
C13 2 2 trogs +0 +3 N/A do not move to help main entrance
C16 1 spider +7 +0 N/A
C18 5 basilisk +7 +7 N/A
C19 4 2 thoqquas N/A +3 N/A tremorsense
* Does not question those in temple garb (ochre robes, black cloaks, etc ) and bearing either the EEE or obex symbols.
** Mereclar's checks are using the slat book suggestions, otherwise his Spot is +15 and his listen is +10.
Generally listen guidelines:
DC 0 (people talking)
DC +1/10ft; DC +5 through a door; DC +15 through a stone wall
The next post will be the per round tactics, very similar to the BotB, just more detailed. PS Anyone have a better way to do tables in ezCodes?
Edit: trying to use 'code'...thanks to Zans
Edited by: Infiniti2000 at: 3/5/03 2:41:21 pm
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ZansForCans 
Here for a while
(3/4/03 9:31 pm)
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Re: Reaction Chains Revisited
I think if you use the 'code' ezTags, you won't have to use the dots.
1 2 2
2 3 4
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Infiniti2000
Here quite a while
(3/4/03 10:31 pm)
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ezSupporter
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Main Gate -- By Rounds
This assumes that the guards in C2 are encountered first and that combat has started. You should be able to adjust accordingly. This differs from the one by Tabletop God in that the gnolls do not fire the ballistas, the humans do, as written in the module, and that more details are provided here.
1.0: 3 guards from C2 fight, 1 rings the bell
2.0: C3 guards arrive
2.1: C4 gnolls move into the hallway into position
2.2: C5 guards fire down the hallway or move up
2.3: Terrenygit moves from C11 to the doorway of C12
2.4: Wormspike moves from C7 to the main room C6
2.5: Mereclar casts resist elements (fire)
3.0: C4/C5 guards continue missile fire or move up
3.1: Terrenygit bolsters zombies in C12 (+1, affects 2d6+6HD)
3.2: Wormspike draws his weapon and readies an attack
3.3: Mereclar moves out of his room and stands by the howler
4.0: Terrenygit commands zombies to attack, then joins them in the hallway
4.1: 7 zombies move to the hallway
4.2: Mereclar mounts the howler and releases its collar
4.3: Wormspike readies an attack
4.4: C10 gnolls move out into C6
5.0: Terrenygit targets the strongest fighter with hold person
5.1: zombies move down the hallway, partial charging if possible
5.2: 2 gnolls open the double doors in C6
5.3: Wormspike, 6 gnolls, and Mereclar on the howler move to attack positions
(Wormspike flanks a single foe with the howler, putting 4 points on power attack, 2 points when not flanking)
(Gnolls attack whoever they get to first, 2 stay near Mereclar ready to flee)
(Mereclar urges the howler to attack also attacks anyone in range, or draws his longbow and targets first dwarves, then animals, attempting to get within 30' for the favored enemy bonuses)
6.0: Terrenygit targets a spellcaster with blindness, or uses dispel magic if necessary
6.1: zombies are now in melee or can partial charge
6.2: C9 guards come out, 2 moving over to man the ballistas
7.0: Terrenygit moves to C12 and bolsters the remaining zombies
7.1: If most melee combatants are dead, C9 guards engage; if not, 4 engage while 4 provided covering missile fire (longbows) and the two with the ballistas fire them
8.0: Terrenygit commands the remaining zombies to attack (the others might be released if still alive, but will probably continue fighting anyway)
8.1: Ballista operators start reloading and surrender if threatened
9.0: Terrenygit starts buffing, then moves out to clean up or flee to the Earth Temple
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Siobharek 
Still here? Wow.
(3/5/03 1:30 am)
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Re: Main Gate -- By Rounds
Impressive. We're definitely headed for BoB land here
I don't think I have too much to add here, especially since I suck setting up response times that are believable without slaughtering my players or creating traffic jams .
I'll gather, format, and post the collected responses once there are a few of them.
Siobharek
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Told by an idiot, full of sound and fury,
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ZansForCans 
Here for a while
(3/5/03 9:39 am)
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Re: Main Gate -- By Rounds
These are great Infini! Even if the flow doesn't work out, they're great prep work to visualize what you might like to happen Thanks!
A minor formatting request (especially for inclusion into the BoB): can you break up the footnotes (basically any text outside of the table in 'code') to only be the width of the table? With my default browser width, I have to scroll left/right to see it all. No biggie though... btw, it looks much better without the dots!
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Infiniti2000
Here quite a while
(3/5/03 2:44 pm)
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ezSupporter
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Re: Main Gate -- By Rounds
Good point, I moved the /code to just past the table. Didn't even realize the effect on the page width.
As for changes in the plan, the only thing different I can see would be if the party wipes out the guards in C2-C5 very quickly (1 or 2 rounds), then Terrenygit could be in trouble. One other thing is I would probably say that some of Terrenygit's longer lasting buff spells are already in effect (endurance and especially owl's wisdom if you follow the splat book suggestion).
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Siobharek 
Still here? Wow.
(3/6/03 12:05 am)
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Re: Main Gate -- By Rounds
But that wouldn't be a bad thing, would it? If the PCs wipe out the guards in 6-12 seconds' time and manage to catch Terrenygit without (all) his buffs, then they might have learned that hitting them hard'n'fast as well as general sneakiness pays. And that's a good lesson to learn, IMHO.
Siobharek
...it is a tale
Told by an idiot, full of sound and fury,
Signifying nothing. |
Andorax
Still here? Wow.
(3/6/03 7:39 am)
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Re: Reaction Chains Revisited
What exactly is "response"? Is that the number of rounds before they move from their present area, once alerted to trouble?
"Whadda ya mean, Orcs get levels too?!?" |
Infiniti2000
Here quite a while
(3/6/03 7:47 am)
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ezSupporter
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Re: Reaction Chains Revisited
Siobharek, it wouldn't be a bad thing from the party's perspective, just from the bad guy's perspective! I wouldn't change the scenario to compensate, however, the party would just have an easier time of it (good for them).
Response is the response time to the bell ringing, in rounds, according to the area descriptions. Most who are ready respond immediately (thus the 0). Some respond in 1dx rounds, and some only respond with another (Wormspike waits for Mereclar, who will bring the howler, for example). Note that the description in C6 specifies 1d2 for the leaders. Accordingly, to the original post, I left Wormspike as 1 and Mereclar as 2 (Mereclar using the first round to cast a spell, it makes sense).
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Andorax
Still here? Wow.
(3/6/03 7:53 am)
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Re: Reaction Chains Revisited
I'm assuming, then, that Response Time doesn't include travel time? That's when they get up and start moving?
"Whadda ya mean, Orcs get levels too?!?" |
Infiniti2000
Here quite a while
(3/6/03 7:57 am)
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ezSupporter
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Re: Reaction Chains Revisited
Yes. That's the intent. For example, look how long it takes the zombies to get to the main staging area. One reason why I explain all their movement in detail is so that the DM will have a good idea where all the bad guys are at any point. The archers, for instance, will attempt to stay back any fire into melee.
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Andorax
Still here? Wow.
(3/6/03 9:22 am)
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Re: Reaction Chains Revisited
Opinions welcomed...this is my first stab at this myself:
Response
Area EL Creature Spot Listen W C D Comments
C72 6 4 g & Graud +3 +7 1 7 1 Defensive tower, questions all
C71 4 6 h war1 +1 +1 1 7 1 Questions all
C73 8 Fachish +4 +3 - - - Stays put, summons Elemental
C73 - Air Element +11 +11 1 1 2 D = 1 to be summoned, 1 to be ordered*
C74 7 Cho & Skele +2 +2 2 4 1 May betray Fachish
C78 8 Kel, Ogres+ +4 +4 7 1 0 Good defensive position, consider careful
C79 6 7 gnolls +3 +3 5 1 d3
C81 1 1 h war1 +1 +1 0 - 0 On guard, 9/10 cover from platform
C82C 3 7 h war1 +1 +1 10 3 d6+3 Will surrender if confronted during delay
I have broken down Response slightly differently. W/C is the time it would take them to reach the West portion of the complex (Rooms 71-73) or the Central portion (Room 80). D is the Delay time before leaving their area, and is thus added to either of the two responses. In either case, the time starts when they first hear of trouble.
* A minor change to Fachish's spell list, and Fachish can follow up his orders with casting Silence on the Elemental to bugger spellcasters very effectively.
Generally listen guidelines:
DC 0 (people talking)
DC +1/10ft; DC +5 through a door; DC +15 through a stone wall
Attack from the West
Note: This timeframe assumes successful listen checks, add time if checks are failed
1.0: Guards in 71 or 72 attacked. Listen checks for opposite, and for Fachish
2.0: Guards from 71/72 en-route to where others were attacked, Fachish summons Elemental
3.0: Guards from 71/72 arrive to reinforce the others. Fachish sends Elemental (poss. silenced)
4.0: Elemental arrives in 71/72. Fachish leaves to notify Choranth.
5.0: Fachish at Choranth's door. Discussion.
7.0: Fachish, Choranth and Skeletons arrive in Air Temple.
7.1: If unengaged but still hearing combat, Fachish casts Summon Monster III (Small Air Elem).
7.2: If unengaged but still hearing combat, Choranth casts Shield of Faith.
8.0: Small Air Elem arrives, Fachish sends to roust troops.
8.1: Choranth casts Spiritual Weapon (or Endurance from scroll if worried)
8.2: Hereafter, Fachish, Choranth, Skeletons react accordingly.
9.0: Small Air Elemental rousts Gnolls (79), pointing towards temple. Start countdown (d3).
10.0: Small Air Elemental rousts Kellial and co (7 .
12.0: Small Air Elemental rousts Guards in 82C. Start countdown (d6+3).
15.0: Earliest arrival of Gnolls at Air Temple
16.0: Midpoint arrival of Gnolls at Air Temple
17.0: Kellial & Co arrive at Air Temple, latest arrival of Gnolls at Air Temple
26.0: Earliest arrival of C82C guards at Air Temple (latest is 31)
Attack from the South Gate
Note: This timeframe assumes successful listen checks, add time if checks are failed
1.0: Sniper at 81 ready to strike.
1.1: Kellial has an Ogre open east and north doors.
1.2: Kellial sends a War1 north and up to the Air temple, and a War1 to the Guardroom (82C)
1.3: Begin countdown (d3) for Gnolls (79).
2.0: Kellial and remaining War1 open fire through door slits.
2.1: Sniper continues fire.
3.0: Earliest arrival of Gnolls (79). Will attack enemies immediately.
3.1: Kellial and War1 continue fire. May send Ogres through doors as warrented.
3.2: War1 arrives at 82C. Start countdown (d6+3)
4.0: Midpoint arrival of Gnolls (79). Will attack enemies immediately.
4.1: Others continue as before.
5.0: Latest arrival of Gnolls (79). Will attack enemies immediately.
5.1: War1 arrives at Air Temple. Warns Fachish.
5.2: Fachish begins summoning Air Elemental.
5.3: Others continue as before.
6.0: War1 arrives at Choranth's door.
6.1: Fachish orders (and poss. silences) Large Air Elemental.
7.0: Large Air Elemental arrives at the battle.
7.1: Fachish shouts for west guards (71/72)
7.2: Choranth casts Sheild of Faith, heads for battle with Skeletons
8.0: Fachish casts Summon Monster III (Small Air Elemental)
9.0: Guards from 71/72 arrive at Air Temple.
9.1: Small Air Elemental Summoned.
10.0: Earliest arrival of Warriors from 82C (up to 15.0)
10.1: Small Air Elemental arrives at battle.
11.0: Choranth and Skeletons arrive at the battle.
15.0: Guards from 71/72 arrive at battle.
"Whadda ya mean, Orcs get levels too?!?" Edited by: Andorax at: 3/6/03 9:23:34 am
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