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Cordo Crowfoot
Here to stay
(4/23/03 6:07 am)
Ideas for character entry/exit and road encounters
Hi all,

In my campaign one of my players has finally made his long awaited move back to the US so one PC will be leaving the group (Bibble, Sorcerer 8 ).

My new player, after playing Terjon for several sessions to get the hang of things also generated a new PC (Elf Diviner shooting for Loremaster, level 7).

The party finally made a long overdue trip to Verbobonc to sell/buy/commission magic items.

Anyone have ideas for hooks to get one character to leave and a new character in simultaneously? We don't have much playtime so ideally it would be something that could be accomplished over email or just provided as background info.

My current thinking was that the party hires the diviner to find out some information regarding the temples, and he ends up joining them (actually receiving a "strong suggestion" from the local cabal of Loremasters that he get some real world experience - he is far too academic even for a loremaster, Int 19 Wis 8 Cha 8 ).

At for Bibble's exit my only real ideas are 1) That he leaves to find out what is up with Nierethi Poscurian. In the encounter with Lareth Bibble told him (not realizing who he is) that Nierethi is looking for Lareth's skull and halfway promised to bring Nierethi before him. Since they just found out Lareth is alive is in conceivable he might be worried, 2) That he leaves to find some sort of history or lore on the EEE cult.

Anyone have any ideas?

Also, has anyone created or have ideas for any road encounters tied into the module other than the standard caravan? I'd like to do something on the way back if only to avoid "Ok you travel for 12 days and now you are back in Rastor." but if possible don't want to waste time with something that doesn't tie into the story. I'm thinking of something like the stone giant/cultist encounter my group had on their first night outside Rastor.

"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

Here for a while
(4/23/03 7:00 am)
Re: Ideas for character entry/exit and road encounters
You could tie the entry and exit together; the group hires the diviner for some scrying or something, and the diviner discovers something about Bibble that sends him off on a personal quest.

Still here? Wow.
(4/23/03 7:21 am)
Re: Ideas for character entry/exit and road encounters
Terjon should just head back to Hommlet and remain working with/for Y'Dey. Alternatively, he could go to Verbobonc and attend the main temple there or attempt to start a new temple on Rastor. This last option appeals to me the most, but it might require more work for you. However, it helps the players out a little (mostly free healing whenever you get back to Rastor is always nice) and might play into the story later when Chymon goes on a Rastor Rampage.

Bibble was great...sorry to see him go. Personally, I prefer to have former PCs (that were not NPCs like Terjon) disappear from the storyline entirely. I would not leave a hook with Lareth and Nierethi in there unless there is a chance the player could return. Maybe something as simple as not wanting to deal with the stress of the ToEE and all that it entails causes him to leave. How about a gnomish (Bibble is a gnome, right?) enclave near the ToAC (like the dwarven city which I forgot the name) that Bibble decides to join? A powerful sorcerer is always a good thing.

Diviner - I'd probably not have the party actually hire him. This always creates (or has the potential to create) problems for the group. "You're getting paid so you don't get a share of the treasure." Instead, use this opportunity to have the Powers-That-Be assign him to the group. Either Burne and Rufus have obtained help from the Cabal (using Burne's connections) or the officials in Verbobonc have helped. Later on, when the players tell everyone what is happening and ask for more help, you can tell them "But, we already provided assistance by giving you our best diviner!" and therefore limit that problem nicely.

Road encounter: I've come up with something a little different that I plan to use. Actually, I used this a long time ago prior to RttToEE. Scroll zombies. A Scroll Zombie has the stats of a normal zombie (increasing the CR by 1 per 2 spell levels), but has a divine scroll written into their flesh. Although non-intelligent, the zombie can activate the spell(s) written into their flesh as if by the caster who scribed them. For concentration checks, assume a +4 +size modifier. The number of spell levels is 1 for Tiny, 2 for Small, 4 for Medium, and 8 for Large. Have a 5th level cleric of the EEE with two 1st level warrior mooks roaming the countryside, obtaining zombies. At the moment, include, say 2 small scroll zombies (formerly children). Sorry, I don't have stats, but you can use Festrath, and I'd suggest bull's strength and knife spray (or death knell for a core spell).

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