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msherman
Faen
(6/19/03 5:06 am)
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A nasty turn of events in Rastor
So as you may recall, last session my party captured Mereclar when they took the main gate. They had brought a cart with them, which they'd gotten from Tal Chammish, but it's been destroyed*, so they need a new one to bring back all the masterwork weapons and armor they've liberated.

* The horses were eaten by the Howler, after it escaped during the brawl at the gate. The cart was hitched up to the roof in front of the gate by the rogue Cyr, and strapped with Alchemists Fire, in an elaborate trap to protect the gate while the party remained inside. Too bad for Cyr that hours later, while making their first foray into the Earth Temple, Miikolak discovered his Air Genasi heritage and Turned him, causing him to run in fright out the only exit from the CRM he knew of, setting off his own trap. :)

So they cut a deal with Mereclar, where they spared his life and returned his armor and swords to him, in exchange for him returning to Rastor and fetching them a new cart and horse. I figure he's just a mercenary, not a real sympathiser with the cult, and now that his entire force has been destroyed, his career with the cult is finished; they party treated him fairly, so he might as well do the same if it's easy for him. So he takes the deal, and follows through. I rolled his random encounter checks for the trip to Rastor and back to the mines, and he managed to avoid any encounters, bringing him back to the mines safely with a cart and horse for the party.

However, it didn't go off without a hitch. It seems his Bluff skill isn't as good as Cyr's, and he wasn't able to con Tal Chammish into giving him another free cart. Since the party only gave him 50gp for the trip, he couldn't buy one, either... so he killed Tal.

Meanwhile, back at the CRM, Shalathal, the Barbarian, has discovered that the effects of Tanbrosh neatly cancel out the nasty effects of post-Rage exhaustion... :evil She's got nine doses left in her pack.

When the party gets back to Rastor, they'll discover the townsfolk embroiled in riots (those who aren't already dying, anyway), and Tal's general store in flames.

Infiniti2000
Verrik
(6/19/03 5:37 am)
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ezSupporter
Re: A nasty turn of events in Rastor
Great stuff, msherman. I hope there are some good healers in your group. :)

msherman
Faen
(6/19/03 5:49 am)
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Re: A nasty turn of events in Rastor
One thing I forgot to mention... while Mereclar didn't have any actual encounters on the road, he did see that wandering White Dragon flying overhead, whom he'll warn the party about: Trogdor the Frostinator. TROGDOR! :)

Offgall Fizziwigg
Faen
(6/19/03 6:43 am)
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Re: A nasty turn of events in Rastor
Dude, that Trogdor stuff was awesome!!!

Killiak 
Faen
(6/19/03 8:16 am)
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Re: A nasty turn of events in Rastor
Rock on!

TROGDOR COMES IN THE NIIIIIIIIIIIIIIIIIIIIIIGHT!

Anywayz; wicked stuff on Mereclar and Rastor. Might be fun for my campaign too.

msherman
Faen
(6/20/03 5:35 am)
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Re: A nasty turn of events in Rastor
We played the session last night, and it worked out wonderfully. The bulk of the session was the wipe-out of the rest of the Earth Temple (everything north of the Manticore room). The party played it very well; I had to prompt them to buff up (it's nice that the wisest member of the party is the Cohort Sorcerer's Hawk Familiar, so I can interject the occasional hint like that), but once they did, they played the fight with very good strategy -- they drew all the enemies out into the hallways between 221 and the temple, not even discovering the Unhallow until after all the bad guys were dead. I ended up having to use Snearak's Stone Shape and Soften Earth and Stone just to get another tunnel dug to get more trogs into the fight.

Anyway, once the fight was over and the loot collected, they went back to the main gate, and waited for Mereclar. He showed up on time, and the party seemed very visibly surprised when I told them he was riding up in a cart. He greeted them boisterously, they exchanged pleasentries, and then they asked if he ran into any trouble. He said he managed to avoid any nasty beasts on the road, though at one point he did have to take cover to avoid the notice of Trogdor, who was on the wing hunting. One player paused a moment, and then cracked up -- I'm glad someone recognized it. :)

Then Mereclar turns to Cyr the Rogue, and says, "Look pal, I've got to have a word with you! You said he'd just give me a cart! It wasn't quite that simple." Cyr asks him, "What happened? Didn't you... negotiate?" as he holds up one of the four Temple symbols he wears (he's got everything except Fire -- I'm really building up a fear of Tessimon's crew in this group). Mereclar pulls out his bloody short sword, and replies, "Well, I had to use a different negotiating tool," and grins.

They laugh, not realizing the implication of what happened. They decide not to stay in the temple overnight again, having just recently discovered that the location is the cause of the disturbing voices that Cyr's been hearing, so they push off for an overnight march back to town. [DM's note: I rolled the two wandering checks for the trip, and _both_ came up bad, but it was late in the session real-time and I wanted to wrap up before two players leave for a 4 week vacation, so I'll save those two checks for their next trip back to the mines.] They get back to town at around 5am, and the Tanbrosh-addicted Barbarian says, "I'm going to head over to Tal's store to grab some freebies." I tell her that the stores in flames, and there's a small riot going on in the main square in front, and her face drops. They head for the Temple of Moradin to take shelter from the rioters, and that's where we break for the month.

All in all, I'm pretty pleased.

Next month, hopefully we'll be starting up again in 3.5e if Wizards and Amazon ship on time, and I'm going to start the game by trying out the new Scrying rules -- Varachan is very interested in finding out about this barbarous fiend-woman that singlehandedly wiped out the earth temple and took the Sword of Earth (or so he's heard from the few normal trogs that were left alive).

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