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Andorax
Still here? Wow.
(4/30/03 1:07 pm)
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The Air Node
Those of you following along in my campaign thread may have noticed that what was intended to be a farewell to the campaign is turning into a farely well documented set of ideas for how to give the PCs a shot at a "bailout" and keep things alive.
Basically, the situation is this...my PCs have 'rounded the corner and come face to face with Imix (and the Medusa, and Lareth), having been goaded on by the Orb of Silvery Death, and having just freshly come from an extremely resource-depleating battle in the Greater Temple.
I'm very frustrated at the prospect of killing them off mercilessly after over a year and a half worth of adventuring.
Thus, I've concocted an idea that will give them a shot at survival, rest, recovery, and a chance to take on Imix at their best instead of on their last legs.
There is a non-functioning Gate to each node in the Fire Node...every node connects to every other.
In fact, the octagonal knob just north of the Throne Room IS the gate to the Air Node!
What if, just perchance, Varachan happened to get his hands on the Air Gem? What if the presence of the Gem makes it possible to travel TO the Node and then back, from the Node, to the (currently unexcavated) Air chamber in the Greater Temple?
If you teleport into solid rock, you're shunted off to the nearest open area (by some rules, taking damage along the way). The PCs could use Varachan's Air Gem, and the OOSD, escape to the Air node, camp there overnight, return to the Greater Temple by way of a "shunt" out of the Air Node by virtue of the skull&Gem, and then either engage the Temple forces in the Greater Temple or make a dead-flat run for the Fire Node and go after Imix fully-prepped, and with Greater Temple forces on their tails!
I'm certainly not keen on utterly depopulating the Air Node...I don't want this to feel like a 'free ride' to them, and the past adventurers had more important things on their minds (such as escape) rather than hunting down every last nook and cranny of a vast open space that is challenging to get around without giving everyone a Fly spell.
On the other hand, the "really nasty" stuff won't be here, so it'll be within the realm of reason, and one whole heck of a lot safer then where they're at right now.
Let's see, round by round....
Pre-round (description). Describe the room. Describe Imix, Lareth and Maliskra. Add on the description of a DD coming 'round the corner opposite them, Tentacle Rod in hand.
Round 1. Lareth seals one exit. Imix saunters halfway up the hall. Maliskra (the only one serious about putting them out of business ASAP) launches some fire seeds and advances to nearly gaze-range.
Varachan pulls his helm, shows Lyssa the gem in his off-hand (in a manner such that the baddies can't see) and looks pointedly at the alcove. That's about all six seconds is worth.
Round 2. If the PCs get the hint, they're likely retreating right now. Varachan will toss the gem to Lyssa, who can easily socket it and step into the circle. Lareth, not realizing the danger, will continue his seal-off tactic. Imix will swing at whoever is a straggler at this point, which will "educate" them as to how big and bad he is. Maliskra will likely both cast and gaze. For effect purposes, I'm seriously looking at having Varachan look back just as the party is air-teleporting out, meeting Maliskra's gaze, and arriving in the Air Node as a statue.
If the PCs charge up, Varachan will charge forward with them bravely, and will likely be the first dead. I'll fudge a die here and there to show that he is able to hurt Imix with the GTR, then let 'em fall as they will. In any case, he'll be handing the Air Gem over to Lyssa in hopes that she will "catch a hint".
And once they enter the Air Node?
www.firedragon.com/~andorax/d&d/RttToEE/The%20Air%20Node.pdf
Thanks BarqMulch, you were an inspiration with your version of the Earth Node. I hope this proves useful to other DMs as well. Feel free to comment on and error-correct it to death, and to upload it elsewhere to a more consolodated site if desired.
"Whadda ya mean, Orcs get levels too?!?" |
msherman
Here for a while
(4/30/03 8:09 pm)
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Re: The Air Node
Very nice! I'm likely going to use this in my game; I'm integrating Thicker Than Water (Monte Cook's free event-driven adventure from the wotc web site) into my game, which makes one of the PCs a direct decendant of Yan-C-Bin. If the party keeps up their current pace (already verging on 7th, and not even at the CRM yet), I expect they'll be able to handle the "temple secured" version of this, possibly fighting both princes together in the finale. Of course, that's a long way off, yet.
One request, though. Many of the monsters/templates used in this are from Dragon Magazine, or MM2. Would it be possible for you to provide alternatives for those of us playing from just the core rules?
Edited by: msherman at: 4/30/03 8:40:22 pm
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Andorax
Still here? Wow.
(5/1/03 12:51 pm)
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Re: The Air Node
I appreciate the feedback.
I'll get 'round to editing the document later, but just off the top:
Replace the Air Grue with Invisible Stalkers.
Replace the Breathdrinker with an Advanced Belker (probably double normal HD).
Use the Demonically Infused Air Elementals as-is...their statblocks are in the Appendix.
"Whadda ya mean, Orcs get levels too?!?" |
WarrenWright
Here for a while
(5/1/03 1:27 pm)
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What if
This discussion brings up an interesting point.
Has anyone actually heard of a campaign where Tharizdun wins?
Seems like it should happen to at least some campaigns, right? I mean, the party gets to the final battle....and loses. TPK. Tharizdun is freed.
Anyone heard of it? I think that would be incredibly frustrating after more than a year of games leading up to the moment. LOL
Warren
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Andorax
Still here? Wow.
(5/1/03 4:31 pm)
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Re: What if
Just want them to have a fair chance...if they die against Imix and hand over the air gem in the process, so be it.
I think part of why we don't hear about failed groups is that we hear about very few endings period. I only recall 2-3 reports of a completed adventure (ie, one that didn't end partway through) and have been here a year and a half.
"Whadda ya mean, Orcs get levels too?!?" |
Zorlag
Here for a while
(5/8/03 1:08 am)
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Well if Tharizdun is freed, gods will band against him once again... And probably manage to lock him up again too. However, world is bound to be worse from the wear and tear that big T will cause on it. Also it might trigger some changes in your campaign pantheons should some gods fall in the great battle (actually this is great way to tie in products like Requiem for a God or When Sky Falls to your campaign). So even if the mission is failure, you can continue interesting campaign after that, I'm sure gods would be merciful to people who risked their lives for their world to stop the Dark One. One of them just might get resurrected and could get the rest of the group up (or just round up a new one) and participate on the events that big T has set in motion.
Z.
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msherman
Here for a while
(5/9/03 4:10 am)
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Re: The Air Node
Quote: I'll get 'round to editing the document later, but just off the top:
Thanks for the tips, Andorax. If you don't have the time (or inclination) to edit the doc, could you please post the source so that I can edit it myself? What format is the source in, anyway?
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Infiniti2000
Still here? Wow.
(5/9/03 5:36 am)
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ezSupporter
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Re: The Air Node
While having the source or PDF editor would be easier, you can still copy the text from Acrobat reader. You just can't do it from inside the Windows IE. You need to save it to disk and run Acrobat separately, then Edit->Select All, Copy, and Paste into Word or some other editor. On Unix, it should be even easier.
Just keep Andorax's name on it.
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