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Comment
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benhamtroll
A guitar
(5/19/03 8:16 am)
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Fire Bridge Reaction Chain/Advice
Has anyone put together a reaction chain for the fire bridge complex? My party will be entering today (in just a few hours, HOO-RAH!), so I thought it might help. I checked through the BoB and the past pages but couldn't find anything.
If there isn't a reaction chain, does anyone have any advice on how to make the complex memorable?
Has anyone's party actually tried bribing the giants?
My party is approaching from the Umber Hulks' caves, and they've pretty much been on a kill-everything plan. However, this is really the first deriously organized area they've hit. They took out the earth temple with only a little trouble, but it wasn't nearly so well stocked or organized as this bridge complex. Any input would be appreciated!
Ah, I remember those evenings, lingering over brandy at "Eat" . . . |
Infiniti2000
A guitar
(5/19/03 8:20 am)
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ezSupporter
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Re: Fire Bridge Reaction Chain/Advice
I have reaction chains for most of the other bridges/temples, but have not posted them, and being at work here for another 5 hours, I cannot help you, sorry.
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benhamtroll
A guitar
(5/19/03 8:50 am)
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Re: Fire Bridge Reaction Chain/Advice
There is only one response to this.
KHAAAAAAAAAAAANNNNNNNNN!!!!!!
Ah, I remember those evenings, lingering over brandy at "Eat" . . . |
d12spinthebest
A cup of coffee
(5/23/03 8:52 am)
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*
My group made rather short work of the fire bridge comlex. They didn't bribe the hill gaints. When the hill giants saw them take down the demonic-ogre boss in very short order, the giants offered to turn sides in mid-battle to save their own skin.
To keep track of things, just make a quick list of what bad-guy is where. When the PC's come in, have them do whatever you feel is natural for a gnoll/giant/ogre-demon/evil wizard. Don't worry if the PC's mop everything up - there are encounters with more potential in other parts of the CRM. Don't try to plan too much ahead with a reaction-chain because the battle will go very very differently depending on the PC's tactics.
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domconnor
A song from the sixties
(5/26/03 4:25 am)
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Re: *
My group had given the fire bridge guys ample chance to mount a defence, I had them all waiting for the group in quite a nasty formation, but they still went through it pretty quickly. Fireballs and a bow specced fighter tend to have that effect :O)
D'Gran didn't quite live up to expectation, but as the last post said, there are many more nasty encounters farther in. The Attach (spelled wrong i think), the Bebilith for sure, and the Huge Elementals are some to watch out for :O)
Dinsdale
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benhamtroll
A guitar
(5/27/03 6:25 am)
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Re: *
Well, mt party didn't hesitate in their approach, and took out the three trolls near the entrance with no difficulty. Especially when the party mage decided he wanted to use Polymorph Other before it was fixed in 3.5, and changed the party fighter into a Solar. The two trolls at the entrance went down like straw in a fire, but then the gods stepped in a told the mage if he ever did that gain they'd hurt him.
The next troll didn't cause them too much more trouble, though.
They found the secret door into the troll quarters, and then moved on to the Deinonychus chamber, which they cleaned out just as the mages were showing up. More from luck than anything else they were able to wipe out the mages with very little difficulty, and then off down the hall to the common room. There, they started fight Slaazh (I think that's who's guarding Descritad . . .), when D'Gran came in. They handled the whole thing pretty easily, actually, due to the fighters seemingly divine ability to rolls nat 20s on his attack rolls. I even sent in a dozen humans and a Hill Giant. When we left off for the session, they were standing next to D'gran whacking him if he moved, although it's going to take him a while to get back from something like 80 points below zero.
Actually, I believe they've cut his head off, which I'm not sure if it will allow D'Gran to die if kept away long enough.
Ah, I remember those evenings, lingering over brandy at "Eat" . . . |
Infiniti2000
A guitar
(5/27/03 7:36 am)
Reply
ezSupporter
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Re: *
"Especially when the party mage decided he wanted to use Polymorph Other before it was fixed in 3.5, and changed the party fighter into a Solar."
Yeah, I personally can't wait for 3.5e. When's the release date?
"Actually, I believe they've cut his head off, which I'm not sure if it will allow D'Gran to die if kept away long enough."
10 minutes away from the body is all it takes. Or maybe, they'll think about tossing him into the Stalagos. Congrats to your group. That fighter needs to be "taken care of" if you know what I mean.
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benhamtroll
A guitar
(5/27/03 8:22 am)
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Re: *
Yes, but at least he's not a solar anymore. Talk about using the rules to your advantage. The only thing I'm concerned about is that they will raise a stink if they set off the trap in the dwarven temple . . .
Ah, I remember those evenings, lingering over brandy at "Eat" . . . |
Tribal28
A song from the sixties
(5/27/03 8:42 am)
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Polymoph GRRRRRRRR
My group also used the UN-fixed Polymorph other spell. (although they can't change things into outsiders so no solars - you might want to look at the Tome and Blood version which prevents some such changes) They took the form of Frolbogs (from MM2 and I know I spelled it wrong) and pretty much cleaned house. I even upgraded the encounters. Both wizards were bumped up and took Polymoph other as well. They then proceded to change the Hill giants into Storm Giants, all the guards into frolbogs and so on. My group killed the Giants, the guards and the wolverine on their first shot through. They alerted the guards and gave D'Gran time to set up so they did have to run away. Mostly because I also bumped up the 2 trolls inside the area. I gave one the fiendish template and the other the half elemental template (fire) from the back of the mod.
Once my crew knew what was going on in there they retreated, memorized dispell magic and a bunch of other prep spells and blasted D'gran and his buddies (though they are very low on HP and spells now)
As for the dwarven trap - I've thought about changing it to a duration of INSTANT instead of Perm. Basically what that does is make who ever gets turned into a Dwarf actually a dwarf, no dispeling of the form where as regular polymorph can be dispelled. (oh and if they die they stay a dwarf too) no one set it off and I wasn't sure if I would go through with it..it was just something that went through my evil DM mind.
Tribal
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