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Kylearanon
Here for a while
(4/2/03 3:44 am)
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Old Temple assault log wanted ... how to do it right ...
Hi there,

say, do any of you know about a campaign log where a group did a real good and smart job in assaulting the Old Temple ? With the Hobgoblins I mean. I need one to give it as kind of a hint to my players.

I will soon post my yesterday´s session and you all will understand why. I just couldn´t believe it and nearly had to wipe them out.

Thanks !

Kyle

msherman
Here for a while
(4/2/03 4:39 am)
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Re: Old Temple assault log wanted ... how to do it right ...
My group (F3R2, R5, C6, B6, plus Xaod P5) did not handle it well, but they did win after a tough fight. They gave the guards plenty of notice to get the entire tribe prepared for a frontal assault through the main doors, so I had the regular hobgoblins positioned watching the door with javelins at the 4 corners of the foyer and the front pillars, and the elites backing them up behind waiting for the party to enter.

The party opened the doors only part way and tried to pick off hobgoblins with missile fire, and so the elite who was commanding the front door ordered the goblin slaves to rush the doors and open them fully. Once the doors were opened, the elite ordered the goblins to grapple the paladin (Xaod) and drag him in for a slaughter. That didn't work (the AOO killed the goblin), so the elite called back for the Dire Ape; only no-one in the party speaks goblin, so I was giving them facial and tonal expression, but gibberish words.

Two rounds later, the ape charges the door, and would have grappled next round, only here's where my party made their fatal mistake -- the F3R2 tumbled in to flank the ape. Suddenly, he was charged by a plattoon of Elites (with normal hobs and goblin slaves using Aid Another to help their attacks), and IIRC he was down in one round and stayed down the rest of the fight, stabilizing at -6 but too far into the room for the cleric to get at. This drew the rest of the party far enough into the room to let the tribe surround them, and turned it into a great street brawl. This same PC seems to keep doing that -- he did nearly the same thing in the first big brawl in the moathouse (he was the only one on the bad side of the portcullis trap after tumbling in to flank someone, and spent the entire fight pinned down, hiding).

Once Elite's started falling, Rarkus decided he'd better get involved, and two rounds later, he was engaged with his 3 goblin guards, with the goblins using Aid Another to help his attacks and flank. I screwed up here -- Rarkus actually hung back waiting for a chance to engage the party meatshield flanked, but it was a waste, because the meatshield is a B6 and cannot be flanked, so he lost out on his 2x1d6 for double-weapon sneak attacks. He should have been attacking other members of the party earlier -- I always forget about that Barbarian's can't be flanked rule until it's too late.

Xaod was the only death (a _regular_ hobgoblin struck the death blow with a critical hit, taking him down to below -10), but two party members were in the negatives for at least part of the battle (one for the entire battle -- I really regret not having one of the hobs coup de gras him, I think they really would have knowing the party had a cleric just itching to get in and heal him). They were very sad to see that Xaod's warhorse had broken his bonds and run away from where they'd tied up the horses outside the temple after Xaod died -- that warhorse did more damage against Utreshimon than the entire rest of the party combined. :) I made it very clear to the party that the doors were plenty big enough for Xaod to ride his horse into battle, which would have made for a very different fight, but alas, they chose to ignore that.

While I think they handled this fight less than perfectly (playing into my strategy of throwing little bits of the tribe at them to draw them in, and then once they were inside, overwhelming them with numbers), they did do a few things right. The Barbarian, who had already raged once that day, played perfectly, figuring I was holding back some prime resources, and saving her rage until she really needed it so it wouldn't run out. She also made _great_ use of her brand new 6th level feat, Cleave. I'd been hoping that this fight would encourage one of the 5th level party members (who both leveled after this fight) to take Leadership and get an arcane spellcaster cohort so they could get a wand of fireball to handle the big clouds of mooks like this, but it came close to convincing them both to start on the track for Cleave instead. :)

It turned out that I think it was the best fight we've had yet in the game -- very balanced, tough enough to feel risky and scary, but not so tough that they felt doomed to failure (or that I had to fudge to let them win). I like the clouds of mooks fights better than the BBEG fights -- they let you control the balance better, I think. I'm getting better at running them without bogging them down, too -- this fight had 14 hobs, 8 elites, 9 goblins, a dire ape, an invisible healing cleric, and a darth maul, but it only took about 90 minutes to run.

Edited by: msherman at: 4/2/03 4:54:46 am
ZansForCans 
Here for a while
(4/2/03 9:52 pm)
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Re: Old Temple assault log wanted ... how to do it right ...
We just got started on the Ruined Temple last session and my log will be up in a day or so. Our group has the potential for great tactics, but impulsiveness always seems to get the better of us in more large fights than I care to remember.

I was getting very excited at their cautious approach and scouting for this encounter. They sent only one invisible rogue in who stayed outside the wall (climbed for a peak or two). They then talked about several very cool tactical scenarios about how to take out all eight guards without giving them much chance to alert others. Instead, to my surprise, they decided to be even more cautious and headed all the way around the backside to try to get into the tower, thinking there might be an underground, back way in.

They scouted yet again from the backside and know there are a few someones in the tower (so left it alone for now) and stumbled across Alubya & friends. They dispatched her and one of the hobs and made the other surrender. Knowing this hob was an outcast and after seeing them down his two friends in two rounds (and him with only 1 hp left), I let them pull quite a bit of information from him.

They now know enough (I think) not to get slaughtered, if they are careful. I am really looking forward to their tactics in the next session. Unfortunately, it might be a few weeks until we get back to RTEE! :| But, keep an eye out for it since we are right about where you are asking.


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msherman
Here for a while
(4/3/03 7:54 am)
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After the old temple assault...
On a related note, in my game, the party slaughtered the main tribe before meeting Alubya et al. They plan on exploring the outbuildings next session.

Two players who don't show up regularly will be coming, so I've decided to give them one-off NPCs to play from now on, instead of always being way behind the rest of the party on XP. For this session, I've advanced Alubya to Adp6, and altered her story somewhat so that she was the original adept of the tribe, but when her apprentice Krebbisch became as powerful an adept as she was, and at a younger, stronger age, she was expelled. She'll also have control over two regular hobs who left the tribe with her out of loyalty.

For the other player, I've created her lover Ulrok, who is a hobgoblin r3f1 wererat, who lives with her in the cellar building (she was attracted to him initially because she has a rat familiar).

I'm hoping that this will give the party a taste of interacting with evil creatures without it always leading to an immediate slaughter. Any tips on what kind of motivations I can give these two NPCs to leave the compound and work with the party for a short period? Clearly they hate the main tribe (I can throw in some special resentment to Krebbisch and Rarkus, with some unusual cruelty when they were expelled), but while that's reason not to attack the party initially, why accompany them? If it can be tied to the main plot in some way (perhaps they know something about the cult?), all the better.

The party includes a cleric of pelor (who, IMC, is a pragmatic good with a lower-case-g kind of god, as opposed to the zealous capital-g-Good Heironeous), a neutral barbarian, a CN rogue, and a CG fighter/rogue (the latter two work for the church and ostensibly report to the cleric), so while there will certainly be anti-evil tensions, their hands wont be tied.

Andorax
Still here? Wow.
(4/3/03 8:23 am)
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Re: After the old temple assault...
It's been so long that it's hard to remember all that well. However, I will comment that IMC, the party's sorceress got her hands on a Wand of Sleep with her initial equipment, and it was devistatingly effective in their attack on the temple.

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

deafdungeonmasterRIT
Here to stay
(4/3/03 9:43 am)
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whoa..
How did that warhorse inflict alot of damages on big U?

msherman
Here for a while
(4/3/03 9:57 am)
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Re: whoa..
The barbarian had bullrushed U into a stand of trees so that he couldn't hover, and with Xaod using his Ride skill to enhance the horse's AC, the horse was taking full attacks each round and hitting much more often than anyone else. A heavy warhorse full attack does +6/1d6+4,+6/1d6+4,+1/1d4+2, which is a pretty hefty attack when you're rolling lucky.

deafdungeonmasterRIT
Here to stay
(4/3/03 1:13 pm)
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whoa..
One of the kind.. who knew that horse can be so deadly?!

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