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BogonTheDestroyer
A song from the sixties
(5/29/03 6:31 pm)
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Outer Fane breached.... (long one)
Well, its been a while since I posted anything here (seems my PCs hit a lull in the excitement once the third temple fell) but things are picking up, and I'm looking for ideas.

The PCs...

Devar Dwarf Mnk11 (currently under the influence of the demonstone, and no one else knows)
Genor Half-Orc Clr11 of Farlahngan (Travel domain is very powerful!)
Jeddo gnome wiz7/rog4
Kaladar Half-Elf Rgr10/Ftr1 (just made the switch to fighter)
Raurg NPC human ftr6 (been raise twice) RIP

The Recap...
Briefly, the Earth, Fire, and Water temples fell along with all complexes but the Fire Bridge. They left town for a week after taking out the Water temple, so Hedrack ordered the evacuation of the CRM. They will rebuild elsewhere or return once the threat is gone. Mostly, everyone (including myself) was getting a little tired of the CRM marathon and I was looking to advance the story more quickly. While the party was gone, the champion was found, given the orb, and sent to the recovered temple. The fire node was opened as well.

The Current State of Affairs...

After a week in Verbobonc (making scrolls and such), the party returned to find an empty CRM. They discovered the Dwarven temple and now use the treasure vault as their safe house.

---side note---
As an aside, during their stay in the city, the monk finally failed his save against the demonstone. I took him aside an explained that he was now a sadistic chaotic evil monk. (Should I also goon him on advancement as a monk?) Anyway, at first he wasn't changing his play style at all, so I mentioned to everyone that during the last half of their stay, talk on the street was of the disappearance of 3 women in the last 3 nights and the later discovery of the remains (in rather vivid detail). The player seems to have picked up on this, and now makes sure to take the time to be extra brutal in combat, delivering extra killing blows and playing with the remains of monsters and NPCs alike (Ukemil and his lions were cut into 2x2 inch cubes and thrown at the gnome). He has also ceased upon the chaotic aspect of his alignment and has thrown caution to the wind when exploring the Outer Fane(more on this in a moment). Not sure why I decided to explain this? Feel free to comment. Well... that's enough of that then.
----end side note----

So, the PCs decided it was time to take on the Outer Fane. They are actually picking up on the clues that something big is happening (the purple bubbling lake, all fire now having a violet nimbus, constant bad weather around the CRM). To my delight, they decided to enter through the Fire door as it is the closest :evil . I hear this and start to warm up my 10d10.

They casted their long term buffs, Jeddo casted invisibility sphere, and across the bridge they went. Upon reaching the door, they touched the key to the door and it started its slow decent into the floor. Meanwhile, Chymon sensed a presence outside the door and decided to go invisible and wait.

I described the room to the PCs, flaming alters flanked by bizarre statues and a depression with a mound of coins that looked like a nest, they were impressed. They entered together, and get this, all within a 10ft radius so as to remain invisible! They made there way slowly around the pit, joking to eachother (out of character) about how there is probably a huge dragon invisble in the middle of the pit, and its going to breath fire on them any minute now. Well, I know a cue when I here one so [Enter Chymon - stage left]

The party just caught a glimpse of a giant dragon head looming up beside, and then everything disappeared in a sheet of red, hot, and burning. Devar and Jeddo both used their evasion to great effect, taking no damage. Genor's protection from fire sucked up 12 damage while Raurg and Kaladar both took the full 52 damage. Everyone made the save vs Fear except Raurg who was at 0 hp and would be running next round.

Initiative was next. Chymon went in the middle of the pack but only took 10 damage total from Devar's 4 attacks. On Chymon's turn, she decided to share the love by splitting her 5 attacks between Devar, Kaladar, and Genor. An impression was made on everyone as all 5 attacks hit, and that impression was 'Time to bug out and call it even!!!' Genor called for a huddle and held a readied teleport for the last possible second. Unfortunately for Raurg, Genor can only teleport 3 other people, and Raurg was staggered and running in fear, so he was left behind, and next round killed (This was particularily cruel of the party, but frankly, I was glad to be rid of an NPC that the party was taking advantage of. No more NPCs for them)

So, the party reappeared in the treasure vault, healed up, rested, and talked of there strategy for the next day. Now, Hedrack has been having Varachan scry on the party every evening to keep track of them. He lost them during there stay in Verbobonc (he was using the Earth Sword as a target, but it was sundered in the water temple), but picked them up again upon their return. It was now time to send a stronger message to leave. They couldn't tell exactly where the party was (didn't recognize the room, but knew they where close) so he sent Ukemil and his lions to track the parties scent from the fire bridge. Ukemil found the path but could not find the secret entrance to the dwarven temple. An ambush was then laid in the room where the Hydra resided. The night passed uneventfully.

Morning, the party buffed and set out for the water bridge, and hopefully an easier battle. They were immediately ambushed by Ukemil and the lions. I also added a nice little trick to the situation. The largest of the lions wore a collar with a metal disc (says 'Answers to the name Fluffy. If found contact please contact Ukemil' in common). This disc had a deeper darkness spell cast on it and was then coverd with a leather pouch. First round, 3 lions closed and two managed to pounce on an opponent. One managed to start a grapple. Ukemil held the 4th lion back, and readied an action to pull off the leather pouch and send the 4th lion in as soon as the other 3 are fully engaged. Meanwhile, Devar was grappled and raked, Genor was attacked, and Jeddo fireballed 2 lions for 0 damage (love the fire resistance). Kaladar took a few bowshots but couldn't penetrate the damage reduction for more than a few damage. Next round, the lions each picked an opponent and attacked. Devar grappled with a lion but all fist damage is essentially halved by the DR 5/+2. Jeddo went improved invisibility and closed with a second lion on Devar. Unfortunately for him, he went right beside a lion, and Scent allows an invisible person to be pinpointed if within 5 ft. Jeddo is promptly bitten, grappled and raked. At this point, Ukemil pulled the sack and everything went dark. Next round, Jeddo was savaged by the lion and failed his escape artist check to break free. Devar was still pounding away at his unseen grappling foe. Kaladar was outside the darkness effect, so he readied an action to shoot at a lion as soon as the darkness is gone. Genor paniced took some damage from a lion, and let loose an area dispel, getting both the deeper darkness and the Jeddo's improved invisibility. At this point, ukemil and the 4th lion moved in, Ukemil sneak attacking the grappled Devar, and the largest lion charging at Kaladar. Kaladar entered melee and did impressive amounts of damage to the lions, felling 3 himself in the end. Genor advanced on Ukemil, punishing him some before making a hasty retreat behind the secret dor via teleport after taking some hefty lion damage. Jeddo was freed from the grappling lion by Kaladar, which freed him up to use his wand of MM to help out Devar. Devar just kept trading blows with the lion grappling him. Ukemil attempted to retreat once 3 of the lions were down, slapping a Tharizduns touch on the Devar to prevent him from following. Unfortunately, he was downed by the flying Genor who had rejoined combat only a round before.

The Party was shaken by this ambush and quickly retreated to the vault for healing and rest.

When Ukemil did not report to Hedrack that evening, he knew that something had gone wrong. Some more scrying was followed by a summon monster 7 (CE version of an Erynies(?))at about 2 am. Kaladar was on watch and had cast an alarm spell on the area. It went off, but he couldn't see anything. he quickly kicked Devar just before being presented with a most beautiful woman with raven black feathery wings. He made his will save to resist becoming her protector, and he closed and attacked 10 damage. Devar sprang from his bed and closed. The woman backed away and again asked Kaladar for protection. Again he resisted. The woman took 30 more damage and disappeared in a puff of smoke leaving the smell of brimstone behind. Hedrack watched on in amusement.

The next morning, same routine. Buff spells and head out to the water bridge. The party piled into a boat and once about a quarter of the way across, remembered the spider eater riders. They started to paddle faster. A couple of riders on patrol spot the boat and send one person back to the tower for reinforcements. a few minutes later 10 SERs emerge one after another from the nearest tower. Hedrack has been notified of their approach. As the SERs began to decend, the the party paniced,and Gemor Dimension Doored the group to the other side of the Water Door, 10ft in. Fortunately none of them landed in the water. A listen roll of 20 for the tojanida saw it surfacing to bite at the party on the next round. It randomly picked Jeddo who was grappled (+28 vs small!) and bitten! Everyone else got a round of attacks and pounded the beast for some 40 damage. Jeddo failed to escape. The beast decided to retreat with its treat and deal with the rest in a moment or two. He swam 90 feet down and away to the center bottom of the pool(I decided it was 40ft deep) al the while doing auto bite damage on Jeddo (4d6+6). The look on the PCs faces just screamed 'Uh Oh!' Jeddo's player was the least thrilled. Devar downed a waterbreathing potion and longjumped 40ft into the center of the pool. Genor summoned an Orca whale. Jeddo failed to escape. Kaladar went up the steps and fired arrows into the water to no effect. The beast took another auto bite on Jeddo, Jeddo was hurting at 24hp. At the end of the round, the Orca appeared and took a chunk out of the tojanida. At this point in strolled two minotaurs. One charged Kaladar on the stairs and gored for good damage. The other took up position at the top of the stairs. Genor immediately flame struck one minotaur who failed the save for 48 damage. Kaladar unleashed on one minotaur for 53 damage in 3 attacks. One a critical. Jeddo failed to escape again and took 20 damage from the auto bite,Jeddo was down to 4hp. The tojanida attacked twice on the orca but failed with the minus 20 for grappling. The orca attacked and missed. Genor asked to use his luck domain reroll for his Orca's attack. I allowed it and the orca struck, doing good damage and distracting the monster enough that it let go of Jeddo to savage the whale. The slightly singed minotaur quaffed a haste potion and ran for most of the way to Genor. The one on Kaladar connected with one attack. Kaladar responded with 40+ damage and killed it. Then came the big (3rd) Minotaur pre-hasted. He charged Kaladar, and rolled a 1. His extra attack however did connect for some damage. Devar had finally swam down to the monster and started to beat on it, getting -2 to attacks and half damage for being under water. Jeddo tried to make a swim check to get away and failed by 8. he started to drown. falling to 0 hp. Genor responded to the minotaur threat by flying out of range and then doing nothing! Insentorix the Quasit went invisible and snuck out the door to notify Hedrack and alert the bugbears and nagas. Jeddo drank an potion of water breathing next turn to avoid drowning followed by a cure next, while the whale was finished by the tojanida which in turn was finished by Devar. Genor finaly joined the battle and between he and Kaladar, made short work of the two remaining Minotaurs.

A full 15 minutes was spent searching the room and healing (I didn't have anyone else join battle as I figured they would hold position and wait for the party to come). Jeddo found the secret door to the earth door so they went that way, narrowly avoiding the Grinder :( .

They emerged in the Earth Door area and immediately engaged the 8 warriors practicing therein. Two rounds of slaughter later, the earth elemental came trudging down the hall to smash the intruders. And smash it did! This thing is dangerous. In its first round of full attacks it dealt 125 damage! Genor and Devar took the brunt of the attack and retreated down the hallway toward the weeping statue. Genor had carried Kaladar with him (Fly). Unfortunately for Jeddo (it wasn't his night!) He had the EE between him and the rest of the party (Although he felt safe being 30 ft up on a wall). The EE turned on Jeddo and stuck its feet into the wall and used it to climb up and swat Jeddo for 30 damage. The PCs were not pleased. Jeddo took another smack before going improved invisibility and sneaking back to the others. We left it there, Devar, Genor, and Kaladar having spent 1 round checking out the weeping statue, and Jeddo tiptoeing away from the EE....



Now for the reaction plan....

Hedrack was notified by the SERs of approaching intruders matching the known descriptions. This means he has had 15-20 minutes to react. About 15 minutes after the initial contact, he was notified by Insentorix the quasit that the party had entered the water door area. What Hedrack do with the time and his resources? Are the assassins waiting in their room, having heard the attack on the 8 warriors just down the hall or should they be hunting elsewhere? Will hedrack stay in his room? How about having him go to the room that creates elementals and gathering them to him and sending them to fight. Who else would he round up and who would he give the command to if not himself?

I have toyed with the idea of having Varachan come in and approach the party (he would have been notified by insentorix as well), give them a warning that they are in over their heads and to return at x o'clock when the outer fane is more vulnerable. Perhaps give them his scroll of raise dead etc, and a warning that they WILL be attack tonight unless they find a different place to hide and protect themselves from scrying. What do you think?

Also, the Earth Elemental. will he continue the assault outside of his area. It mentions in the module that hedrack may send him to hunt the party so I assume that his pass through earth ability allows him pretty easy access to the entire outer fane. Should I send him down the hall to persue the party? To be frank, My party had a hell of a time with the huge water elemental in the water temple and the EE is MUCH worse. There are no +3 weapons in the party and the cleric did not memorize greater magic weapon. Not to mention I have this tendancy to use the sunder ability on any weapon that can actually hurt the creature with DR in question. It just seems natural. You swat the mosquito that bites you before the ones buzzing around your head. Not that this is an issue any way. I fear a TPK with the EE persuing and the Assassins nearby. Any suggestions are welcome.

Now to the questions....

Does an Earth elemental have tremorsense? I didn't find it anywhere so I didn't want to assume it but they are described as having no optical organs.

An only barely related question here... Blade barrier. The short description of the spell states that it is a barrier that encircles you. The long description mentions nothing of the sort. Also. How high is it? I know that you can adjust the angle or plane that it is on (vertical/horizontal) but how thick is it? could someone fly right over it? (This is for the impending battle with Hedrack. I figure first round Blasphemy/start full round action as his move equivalent for the first round while everyone else is dazed, followed by second round blade barrier on dazed opponents. Would they get a reflex save?)

Any random comments are welcome too!

Trithereon
A robot with powers
(5/29/03 11:57 pm)
Reply
Re: Outer Fane breached.... (long one)
(Should I also goon him on advancement as a monk?)

I'd say yes. He is no longer lawful. He can not advance as a monk. It doesn't matter if the alignment change is by choice or by force. Would a paladin be able to advance as a paladin if his alignment was forceably chaotic evil? No. Ditto for non-lawful monks.

Does an Earth elemental have tremorsense? I didn't find it anywhere so I didn't want to assume it but they are described as having no optical organs.

I'll quote from the SRD: "Elemental: ... Unless noted otherwise, they have darkvision with a range of 60 feet." As you noted, there is not mention of tremorsense for the elemental, so I'd not assign any additional powers.

Also, the Earth Elemental. will he continue the assault outside of his area. It mentions in the module that hedrack may send him to hunt the party so I assume that his pass through earth ability allows him pretty easy access to the entire outer fane. Should I send him down the hall to persue the party?

The elemental will not do anything beyond what he has been commanded to do. Therefore, IMO, he'd not pursue unless ordered to do so by Hedrack. I see no mention of a "burrow" speed for the earth elementals or any other "pass through earth" ability, though it is only logical that it can when you consider its natural environment (elemental plane of earth). I know that xorns specifically mention this ability to traverse earth, but I wonder why it left out of the elemental description ... too obvious? The problem comes from those pesky "rule lawyers" who'll point out the descrepancy and cry foul if you give it an ability not specified in print. Regardless, I'd allow it such freedom of movement. Rule lawyers be damned.

Blade barrier. The short description of the spell states that it is a barrier that encircles you. The long description mentions nothing of the sort. Also. How high is it? I know that you can adjust the angle or plane that it is on (vertical/horizontal) but how thick is it? could someone fly right over it? (This is for the impending battle with Hedrack. I figure first round Blasphemy/start full round action as his move equivalent for the first round while everyone else is dazed, followed by second round blade barrier on dazed opponents. Would they get a reflex save?)

Ignore all short descriptions ... they are flavor text that just give a hint at its powers, errata would say that it was based on the older versions of blade barrier but D&D 3.0 seems to have changed the nature of the spell. The spell description says it is a disk which implies a narrow (but indefinite) thickness. However, the disk does serve as one-half cover for anyone beyond it which implies a significant thickness. Fighting behind a 3-foot tall wall also provides one-half cover, therefore I'd guess that the blade barrier is 3-feet in thickness. I guess you could fly over it. Not much of a barrier unless against flying attackers unless you place it perpendicular to the floor and adjacent walls. Being dazed is not the same as being held immobile: they get a saving throw.

I think that's right

Edited by: Trithereon at: 5/30/03 12:28:04 am
Infiniti2000
A guitar
(5/30/03 5:46 am)
Reply
ezSupporter
Re: Outer Fane breached.... (long one)
First, I think you are doing a great job and give your players some words of encouragement from the hivemind. :)

I'm fairly sure I read somewhere that EE's get termorsense and burrow (like the xorn), but I don't remember where. I checked the FAQ and errata, not there. I'm pretty sure it will be that way in 3.5e, but apparently not now. Either way you run it, you'll have justification. If any of your players are knowledgable about the EE stats, which they should be since they can summon them, you should tell them which way you are running it. This is particularly important, because they will have new options in exploring the Outer Fane (summoning an EE and sending him through the wall, for instance).

I also would keep him from advancing as a monk. I think you and the player are both doing a great job. I mention this now before it gets to be a problem, but remind the player that CE does not mean he now hates his friends and wants to see them dead. This is important in the Outer Fane, because sudden betrayal by a party member will be a sure TPK. I think the character should consider joining forces with the bad guys (if you can't beat 'em...) or suggest it to the others. That should start clueing them into his change. To me, getting rid of the demonstone is their biggest concern.

"I figure first round Blasphemy/start full round action as his move equivalent for the first round while everyone else is dazed, followed by second round blade barrier on dazed opponents."

It unfortunately doesn't work that way. The significant drawback to blade barrier is that it is a full round spell. So, Hedrack casts blasphemy and everyone is dazed until Hedrack's next initiative. They are also likely weakened. So, he starts the blade barrier (next initiative), but the party can respond before the blade barrier comes into effect. If he takes damage, he will need to make a concentration check (DC 16 + damage), though he doesn't provoke an AoO for casting the spell in the first place. You cannot cast a spell and start another in the same round, unless you are hasted. Are you suggesting he is hasted? Don't remember if he has a potion of haste. If so, that would be real nasty, but a great tactic.

Hedrack has seen the party attempt to penetrate the Outer Fane and fail miserably, killing the weak protector of the water door. He should first bring in a water elemental for the water door protection and possibly others to bolster those doors, then send in a buffed assassin at 2AM. If that fails, send in another the following night. Make sure they target Jeddo to keep him from regaining spells. Other than that, I don't see why Hedrack would be worried to warrant any further defenses.

At this point, you have to handle the timeline. Is the Champion found? Should Hedrack disappear for a week to bring the Champion his equipment and deposit him in the Recovered Temple? This would be a great way to really have Varachan help. "Hedrack has left the Outer Fane on a crucial mission...now is your chance to clear it out...hurry! I will be waiting for you."

Trithereon
A robot with powers
(5/30/03 9:22 am)
Reply
Re: Outer Fane breached.... (long one)
Quote:
However, the disk does serve as one-half cover for anyone beyond it which implies a significant thickness. Fighting behind a 3-foot tall wall also provides one-half cover, therefore I'd guess that the blade barrier is 3-feet in thickness


Oops, I double checked this at home and discovered that fighting behind a 3-foot wall is only one-quarter cover! A medium sized attacker fighting behind a tree, around a corner or behind a medium sized creature is one-half cover ... so does that imply that the barrier is more like 6 feet thick?

Ugh! Any thoughts?

Eltern
A song from the sixties
(5/30/03 10:23 am)
Reply
Related
On a related note, my party has also entered the Outer Fane, for the second time. This time they entered through the Air Door, went west and battled through the Ogres and Ukemil, killing them all. There they slept, but I decided that if they stayed in the kennels, nobody would notice.

The next day they cast "sending" to Varachan, asking what to do. Of course he just walked around the corner, saying "Well what's your plan, you fools?!" After a little bit of discussion between them, I had Varachan be called to the Greater Temple by Hedrack, as my characters are really trying to use Varachan as "tell us precisely what to do so as to beat everything, and it better work because you're involved and so know what the weaknesses are," and I want to cut back on that.

But anyway, after that they worked counter clockwise around the circle, going to the clone room, in which I replaced the succubus with a Darkweaver (FF). Had a little fight there, ran away, and just got done killing the cook in the kitchen. They really wanted to try their new strategy of just opening the new sliding doors a little, shooting a fireball in, and then closing it. Of course, the first time they try this is in the kitchen:rollin They were mortified.

I guess my question is: How long can the players continue in this manner w/o the higher ups finding out? How long can they stay in the kitchen before someone walks in, etc.? I know that replacing the succubus really hampered the OF's alarm system, and of course Varachan is a flaw. But I can't see the party dillydallying much longer before someone notices them.

Eltern

SSShadowcat7
A song from the sixties
(5/31/03 12:22 pm)
Reply
Re: Related
To help a bit with the earth elemental question of movement:

From the Monster Manual, page 83

Quote:
Though an earth elemental moves slowly, it is a relentless opponent. It can travel through solid ground or stone as easily as humans walk on the earth's surface.


There is no mention of tremorsense in the earth elemental description, though.

BogonTheDestroyer
A song from the sixties
(6/5/03 7:25 am)
Reply
Re:Outer Fane Breached
I just wanted to say thatnks to everyone that responded. I appreciate the feedback, I am just sorry that it took so long for me to reply to any of them. Sometimes life just gets in the way :) ...

You are right SSShadowcat7, the elemental can move through rock. That makes him VERY mean. I see an EE as absolutely relentless. Slow, but nigh unstoppable. That said, I have decided that he will stay put and protect his door unless otherwise ordered by Hedrack.

As for the monk, no more advancement for him.I don't know that he is going to like that very much though. 12th level is a big one for the monk, and I know he has been looking forward to it. I guess I will just have to manage the situation carefully. After reading the responses, I think he is doing a fine job of playing CE, just not an obvious one. I would not be surprised if the other party members never discover that he changed. I bet they all forgot about that little demon statue too. Would Hedrack or anyone else in teh outer fane know about the demonstone?

I am still somewhat undecided about what has happened in the 15 minutes that Hedrack has had as warning that enemies are approaching. I have decided that the assassins where called in and sent to deal with them, one going clockwise, the other going counter clockwise around the fane. This means that Bethe actually just made it back to her rooms before hearing the party battle the EE and warriors. So she is waiting in her room. What would here plan be? She cannot take on the entire party. Would she strike when they try to enter? or would she stay hidden and hope to follow them. She is currently watching some of the party examine the weeping statue through her peep holes.

After sending the assassins, what should Hedrack do? Will he just hang out in his rooms? Go to the temple? Go speak with Varachan? Perhaps he will head to the font and scry on the party? I think it is also a possibility that he would go and fetch 4 elementals from the elemental fetching room (?) and send them out as well. Also, Naquent has been notified by Insentorix that someone has entered the Water Door, She definitely would have gone ethereal and went to talk to Hedrack. Perhaps I will just have Naquent and Hedrack standing in the doorway to Hedracks quarters discussing the attack? Hmmmm. yes. That seems the most plausible thing. They would both have any medium range buffs cast upon themselves already and if they see the party coming they could head for the temple or perhaps to Hedracks room. Although Naquent might be in trouble as she has already used here Ethereal Jaunt and has no way of escaping...

Also, just for reference, Hedrack has already found the champion. About two weeks prior to this, the champion was found and ressurected. Lareth has the force rod and rings and is now in the recovered temple. The Fire Node has been reopened, and Imix will be released in the next few days.

BogonTheDestroyer

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