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Arelion
Looking around
(3/30/03 3:39 am)
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ToE -> ToAC - but how?
i'm getting along qiuet fine with my PCs at this great adventure, but how can i connect the TOEE with the TOAC? do they find somekind of map or what?
that's the only problem i have, but it's quiet important...
can you help me with that?

greetings,

arelion

The guy from Belgium
Here for a while
(3/30/03 3:59 am)
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Re: ToE -> ToAC - but how?
There's a note in Dunrat's chest, detailing a wagon coming from the town of Rastor in the Lortmil mountains to collect the artefacts that were recovered in the moathouse.

This should send the party to Rastor to investigate, and there, they will hear about a cult hiding out in the nearby mines/volcano

that's your cue!

Dunrat and the cultists have taken possession of the miller's house and are currentky hiding in the basement... all the PCs need to do is go to the mill

Another way to get them to Rastor is to have them follow the wagon on the return trip to Rastor... If they get all gun-ho and kill the wagon's crew, have one of the drivers survive long enough to talk...

If they arrive after the wagon has left for Rastor again, give them a break and leave some clearly discernable tracks to follow...

That's about it. A lot of ways to lure them to Rastor!

msherman
Here for a while
(3/30/03 8:29 am)
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Re: ToE -> ToAC - but how?
My PCs are being stubborn about ignoring that part of the note. Dunrat and crew are already dead, before the party found them -- the party spooked them from the mill, by finding and stealing the Stalwart Eye and then leaving for 8 hours before actually entering the mill. The party found the note crumpled up on the floor in the basement when they got in to investigate, and Dunrat figured the mill was going to get hit eventually, and he knew the party could take his group, so he left for Nulb to at least fulfil part of his mission. When he got to Nulb, they were all killed by Lareth and a Rast, and Lareth then spiked their heads at the crossroads on the way into town as a warning to any other annoying cultists coming to bother him.

So now the party is afraid of Nulb because they don't have enough magic weapons for everyone, and they want to go back to the moathouse to kill the stupid cockatrices that Spugnoir told them about, and then go shopping in verbobonc -- how do I get them back on the scent of Rastor? I figure if they parlay with Lareth, I can use him, but it sounds like they just want to slaughter him, since they think he's King of the Undead from their last encounter, when he politely warned them to leave Nulb because the undead would feast on Xaod's bones. I suppose I could boost Lareth's gear to the point that they can't just slaughter him out of hand, but they're a resourceful bunch...

Siobharek 
Still here? Wow.
(3/30/03 11:11 am)
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Re: ToE -> ToAC - but how?
It depends on your group, but you can also spoonfeed your players too much. If they're persistent about ignoring the note, let them. Let them kill Lareth (he'll be back in time for the showdown). Let them go to Verbobonc. Eventually, they'll come around.

If you think they need another whack by a clue-by-four, run a "find the cultists" adventure in Verbobonc. Many have used The Speaker in Dreams and/or "The Cradle of Madness" from Dungeon magazine.

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

Infiniti2000
Still here? Wow.
(3/30/03 4:53 pm)
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ezSupporter
Re: ToE -> ToAC - but how?
msherman, at this point, let your players "roam" around. Don't try to push them on track with the adventure until you get towards the Outer Fane. The CRM has its own self-correcting measures.

Arelion, did Guy from Belgium answer your question? I wasn't sure if you meant how to connect Hommlet with Rastor if you really meant how to connect the Cult in Hommlet worshipping the EEE and Tharizdun with the cult of the ToAC.

madfox
Still here? Wow.
(3/31/03 3:00 am)
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Re: ToE -> ToAC - but how?
I think this question should be placed in the FAQ, because it keeps returning ;)

Anyway, if I remember correctly there were four ways to get the players focus on Rastor:
1) The note in the mill, which as a clue is easy to overlook.
2) Question the people that travel with the wagon or any of the cultitst (though getting the information directly from them might be a challenge).
3) The corpses of the miller and his wife are found and questioning them learns that the miller heard his murderer talked about Rastor several times.
4) Dunrat has an additional mission to check out Lareth and the Temple of Elemental Evil. Remember that there is another cult member in the area doing exactly the same. The PCs might meet her in what appears to be a random encounter. Who knows what kind of papers she has on her. In my campaign she was captured by the hobgoblins and I user her to great effects to get my PCs where I wanted them to go.

I also though of a 5th method right now. There are also several agents of Iuz in the area. You can always use them to impart the info to the PCs.

Anyway, if your players ignore all clues then you should let them do whatever they want and write a side adventure. Let them go to Verbobonc and let them have a clash with cultists in that area. Remember, most people on around here agree that the cult is probably trying to infiltrate and distract the power groups of the region to prevent being stopped too early. If these cultists also have a note or something else that hints in the direction of Rastor they might be more inclined to go there.

msherman
Here for a while
(3/31/03 7:22 am)
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Re: ToE -> ToAC - but how?
Thanks for the tips, Madfox. So, my group has already got (and is ignoring) #1, and they've killed (or driven to Nulb, where Lareth has killed) all the Hommlet/moathouse cultists for #2. They're on their way back to Hommlet next session, and they explicitly did bring Elmo et al into the picture regarding the Mill two sessions ago, so #3 might work -- I'll have Elmo contact them with New Evidence (bum ba bum!), having dragged the bloated corpses from the river. They've already used Speak With Dead once before to good effect (on the half-orc accompanying Dunrat, to find out that they were killed by a Lareth and that Dunrat was indeed one of the other severed heads), so there's hope there.

I'd forgotten about #4. Since they're currently at the Temple, and Dunrat's group are staked at the crossroads where the Temple road meets the Low Road (which is the route they took to get here), I think I'll drop Undra on them there, and if they think to spy on her while she examines the bodies, that will let them know that there are in fact at least 3 cults (they already know about water and fire) -- "damn doomdreamers shouldn't have sent water to do an air-cultsists job." That note she has is plenty of info, even if they slaughter her on sight (as they usually do), though. [Edit: I just reread the description of Undra, and noticed the note. Thanks for reminding me!]

As for #5, as written, the spies from Iuz have no info. How much info do you think Iuz has about the cult? Does he even know about the ToAC? I can understand his interest in the old Temple, since he was heavily involved in that one and might profit from its revival, but how to connect that to the new Temple?

Edited by: msherman at: 3/31/03 7:41:22 am
madfox
Still here? Wow.
(3/31/03 7:54 am)
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Re: ToE -> ToAC - but how?
They are there to spy upon the old temple, who knows with whoem they have talked, what they have overheard or what they have seen? Of course, you will need to think of a good reason that they will actually inform the PCs, but that is a whole other matter ;)

Thrommel
Can't leave now (mod)
(4/2/03 7:28 am)
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Re: ToE -> ToAC - but how?
This was already in the FAQ, in a much shorter form. I added some additional comments based on the discussion here.

-Thrommel, your FAV. (Frequently Asked Vampire!)

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