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Ulthwithian
Here for a while
(3/24/03 11:57 am)
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A Side-quest...? (Speaker in Dreams Spoilers!)
*SPOILER ALERT* Speaker in Dreams is talked about in this post. Read at your own risk.



I was wondering, do you think that if my party decides to go to Verbobonc to sell off equipment, that I should run them on Speaker in Dreams? Considering that Sylvina just took Favored Enemy (shapechangers), there's the Blessed who can easily be part of the cult, and I can drop hints about a festival in Verbobonc to get them there... and the fact that Gwydion'll go up in flames when the Temple gets desecrated... it seems almost tailor-made to my party.

Now, my question is not so much to send them on that but how to redirect them back to the CRM after they go through this. Anyone have any ideas?

Again, my party composition is:

Human Rgr1/Pal4 of Mayaheine, going for Knight of the Chalice
Elven Rgr5, going for Bow-bow-bow-bow-bow
Elven Rog5, going for Temple Raider of Olidammara
Human Abj5, going for Incantatrix

Suggestions welcome. :)

Ulthwithian
Gamer-at-large

Siobharek 
Still here? Wow.
(3/24/03 12:07 pm)
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Re: A Side-quest...? (Speaker in Dreams Spoilers!)
I played the Speaker in Dreams after Hommlet/the Moathouse and before the CRM.

I changed Daros Hellseeker into an ambitious half-elemental (fire) cleric from the fire temple who was maneuvered into accepting the mission by Tessimon, who feared his power. If that would be too much for your group, you might consider making him a fire genasi or staying with him as a tiefling.

The mind flayer was a protegé of Satau's, and I left the rest as written, except that I liberally applied the pseudo-natural template to all the Blessed's monsters.

It worked very well and will give your group a much better relationship with Verbobonc. Depending on your version of Verbobonc, you might wanna think about why none of the local high-level clerics help out, but in your campaign, it may not be too much of a problem.

I think that's it. The various minor monsters (e.g. the grimlocks) have been contacted by the mind flayer, who leads the operation in conjunction with Daros. Daros' minor priests are probably from a local, hidden fire cult, or you might want to change some of their classes, because your group (and you) will have plenty of clerics to play with in the CRM.

I hope that helps. If you want to know more about what I did, ask here, or feel free to mail me at s.thustrup (at) tiscali.dk

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

Infiniti2000
Still here? Wow.
(3/24/03 12:50 pm)
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ezSupporter
Re: A Side-quest...? (Speaker in Dreams Spoilers!)
"Human Abj5, going for Incantatrix"
Sorry for the hijack, but what/where is the Incantatrix PrC?

deafdungeonmasterRIT
Here to stay
(3/24/03 1:28 pm)
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Hmm
Have the Blessed to be consider as a nominatee for the propht or a shoo in for the Traid in case if Second perished.

You may have her as assistant to Imix or work with Dunrat.

It may be more wicked if she work directly for Hedrack, too. They will learn how to hate her more if he work for a really wicked villian.

If you want to be a weird DM, have her work with Tarren for a good measure or you can put up a pulp fiction scene!

Caedrel
Here for a while
(3/24/03 6:21 pm)
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Re: Hmm
Given that the Speaker in Dreams is likely to use his Plane Shift power to escape the PCs in the final confrontation anyway, why not make it Satau himself? A couple of levels of sorceror might not be a bad thing for the bad guy... :)

Siobharek 
Still here? Wow.
(3/25/03 1:27 am)
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Re: Hmm
True, but Satau's description makes him something of a recluse. His protegé may be out to prove himself, but Satau's got it made, thanks to his divination powers.

Also, I'd think that a mind flayer in itself was harsh enough on the group. My 6-man, level-6 group almost experienced a TPK with the Speaker and the Duke on a spiral staircase.

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

Ulthwithian
Here for a while
(3/25/03 4:17 am)
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Re: Incantatrix...
'"Human Abj5, going for Incantatrix"
Sorry for the hijack, but what/where is the Incantatrix PrC? '

No problem. :) Incantatrix is a Prestige Class in Magic of Faerun which specializes in the banishment of extraplanar creatures. Well, that's what it's SUPPOSED to do... I get the feeling from discussions I've seen that Incantatrix is one of the more broken PrCs around.

Of course, since I'm the guru of the group, the group's choices of stuff to shoot for was filtered through my lens.

What I mean to say is, Garsak's player Bill came up to me and stated, "I want to be really good at banishing/fighting demons." I replied, "Okay, well, first thing you want to do is specialize in Abjuration (which is NEVER a bad thing to specialize in), but as for PrCs..." I started looking through the umpteen million books for good PrCs, but then I remembered Incantatrix. And the rest, as they say, is history.

As for its power level, it's pretty up there, but I allowed it for two reasons. One, the player did not just say, "I want to play an Incantatrix." (He honestly wouldn't know the different power levels available yet.) The other is that this is RttToEE. They can have basically whatever they want. They'll need it. :evil

BTW, thanks for all of the replies. Siobharek, I'll look into talking with you about your experiences... thanks! :)

Ulthwithian
Gamer-at-large

blakwind
Here for a while
(3/26/03 9:15 am)
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The Speaker in Dreams
I played The Speaker in Dreams in my campaign between Part 1 and Part 2 of RttToEE. The locations and NPCs of TSiD continued to feature prominantly IMC afterwards.

I have a homebrew world with an established backstory and quite few recurring villains. TSiD helped me weave RttToEE into my world, keep these villains involved in the campaign, and foreshadow some later events.

A few notes from my campaign:
- This city (I forget the original name) became "the big city" for my characters. It's much smaller than Verbobonc in Greyhawk, which is how I wanted it.
- There is no Iuz IMC, so RttToEE required a different backstory. However, I have competing evil organizations that were duped by the original temple and also hate big T and the EEE. They have their own plans for the world that generally involve subjugation rather than destruction. Some of these organizations were active in TSiD.
- Evil is on the rise all over. There are rumors of war in the west. Underdark creatures have been sighted on the surface for the first time in generations. The fell cult of Orcus is again active in human lands. These immediate threats distract world attention away from the doomdreamers, leaving RttToEE in the lap of my heroes.
- The doomdreamers desperately want to keep a low a profile, but it's hard, especially when you're insane. For the year before starting RttToEE, I had been subtly foreshadowing minor unexplained changes in the campaign world. The barriers between worlds seemed thinner -- it was easier to summon elementals and these elementals were more powerful than normal. Some beings were able to jump these barriers without being called. Natural elemental activity was heightened (storms, floods, earthquakes, fires) -- nothing cataclysmic, but enough to provide the seeds for many early adventures. All this of course, was due to the progress of the Doomdreamers. I decided that the thinning barriers would also help the alienists in TSiD, and this partially explains their recent surge in activity.

My retrospective thoughts on the module:
- There are some really interesting encounters, especially the bell tower, the reality wrinkle bookstore, and the temple of Pelor.
- The themes of madness, alienism, misdirection, and manipulation are a great fit with a RttToEE campaign.
- The wyst and gibbering mouther are obviously from the same home plane as the grell, right?
- As written, I didn't find the motivations of the various villains to be believable at all. You'll need to rewrite A LOT to have this adventure hold together.
- The most important re-write will be the BBEG at the end. Since he will likely escape, think carefully about how he could tie in later, say, in the outer fane or the recovered temple. He's probably not on the same page as the doomdreamers at this time, since his overt actions would bring unwanted attention. Perhaps he discovers them afterwards and converts to their cause. Perhaps he hates them and seeks to thwart their plans.
- Be prepared to wing it. A lot. My players departed from the scripted storyline immediately. Eager to sell loot the next day, they holed up at the first inn, leaving the town guard to investigate the strange incidents around town. This forced me to bring the story to them. Several times that night, in fact. <evil grin> Once martial law was declared, they wanted to organize the scattered clerics of Pelor and other town dissidents into a rebel force. These were all reasonable courses of action, but they are not addressed at all in the module text. In fact, the module doesn't even list the major NPCs in town.
- When the PCs later returned and saw a mural of themselves in the town square, it was a shining moment of the campaign. It really made them feel special and begin to love the place. One character even founded an orphanage in town to atone for a past indiscretion. They were invited to an audience with Baron Euphemes each visit. Later, after Hedrack scried the party on one of their trips to the city, he sent minions to destroy some of the places and NPCs that the party had grown to care about. They really hated him then.

Good luck!

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