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TheOutlands
Litorian
(7/2/03 3:15 pm)
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Moathouse timing
Oooooooookay. I need some help/advice/something here. ToEE seems to be a bit on the overwhelming side and I'm just not really thinking clearly or something. I need some help/advice on the "what happens when" issue. Here's what the party has done...

Day 1:
travel from Homlett to Moathouse (1/2 day)
fight Giant Frog
fight Big U
explore upper areas of ruins
looted bodies
make camp in courtyard

Day 2:
use secret stairs to access lower level
dispatched Gren & 2 Gnolls in 24 quickly *before* she could activate skeletons
nabbed relics
killed ghast in 21
killed gnolls in 18 (that was *frustrating*! I didn't realize ahead of time it was two "separate" rooms, or the gnolls in 18 would have snuck up on them)
found Spugnoir in 20
--now, thanks to a brain-spasm on *my* part, I had Spug lead the crew *thru the friggin dungeon* towards the 36 exit, only to realize *afterward* that he "never explored the connecting rooms much"! Ouch.--
nabbed the strongbox in 30
found wall at 35
retraced steps and used secret stairs to exit
returned to Hommlet and sold off some treasure (they are more interested in "kill it and take its stuff, sell the stuff, buy better gear, kill bigger monsters," so I go easy on the selling treasure...for the *most* part)
"interrogated" Spugnoir over drinks

Day 3:
Travel to Moathouse
--At this point, the Clerics *know* they have been raided! So, the Gnolls are deployed topside - but I forgot to add in Garrik - left him in his room. Sheesh.--
Blew through Gnoll ambush set up in area 6
Cleric "Greater Turned" the Ghouls in 22
pounded skeletons in 25 to fragments (heh - even at 1/2-dmg from the Pally's Greataxe, they died quickly...)
killed two gnolls in 28
killed Garrik in 29
killed ghast at 31
--I *did* remember to "activate" the two clerics in 32 at this--
Pally stormed into 33 and killed first ghoul
two clerics from 32 attacked party from rear (Geynor Ton managed to live *just* long enough to HATE rolling an 8 on his Random Action spell)
Pally dashed *back* into corridor to drop one cleric and seriously wound the second, which party finished off
Pally returned to 33 and dispatched remaining 3 ghouls
--I prolly should have had the ghouls move to the door and pound on him when he came back thru--

So, by this point, it should be fairly close to night fall Day 3. Knowing the party had been thru (missing box from 30 on Day 2), would the clerics have sent for help? But that would entail Geynor being *gone* when they were busily slaughtering him! If they *did* send for help - maybe "assume" Chenashi was the one sent for help - that *should* put Chatrilon and Chenashi *and* the "72-hr wagon" arriving at the moathouse at about the same time, yes? Which would be just about perfect - attack them while they camp!

Where are (are there?) stats for the Clerics w/ the "72-hr wagon" and the grick?

--Michael<br>
http://outlands.tripod.com<br>
homesteading, survival, self-reliance, and a whole lot more

CelticSoulnado
Human
(7/2/03 4:14 pm)
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Re: Moathouse timing
I believe that the wagon has successfully been used with Clr3, two human War1, and a grick.

TheOutlands
Litorian
(7/2/03 4:20 pm)
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Re: Moathouse timing
Okay - that's close to what I was guessing at. Add in the help from town arriving, and it'll be a force to be reckoned with!

Gotta go millk some goats then it's time to play!

--Michael<br>
http://outlands.tripod.com<br>
homesteading, survival, self-reliance, and a whole lot more

TheOutlands
Litorian
(7/2/03 5:39 pm)
Reply
Re: Moathouse timing
hm, okay. We are *not* playing tonight. Youngest child is overly whiny and we'd not get *any*thing done, so we postpone until tomorrow. Which is fine, because the Pally player just bought Morrowwind (I think it was) and is eyeball-deep in playing *that*!

So I have more time to work things out...

--Michael<br>
http://outlands.tripod.com<br>
homesteading, survival, self-reliance, and a whole lot more

Offgall Fizziwigg
Faen
(7/3/03 5:16 am)
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Re: Moathouse timing
I would definitely bring in the dudes from the town. Bring all of them, including the doppleganger. You could set up a seige at the entrance to the moathouse. You could think of a clever trap with Jaroo. Maybe disguise him as Spugnoir. That would cause some interesting interaction the next time they saw Spug. Pick the PCs off as they try to exit.

It would be interesting to see if they go look for the other exit or worry about busting out from the main entrance. I think there is a good opportunity an interesting encounter.

JRedGiant
Faen
(7/3/03 5:32 am)
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Re: Moathouse timing
It sounds like Chat's still alive, so make sure he's invisible and in position to death attack on round 4.

Dunrat would probably bring his Stalwart Eye and place it to warn him when the PC's are coming, which will give the bad guys a few rounds to buff.

Actually, this sounds like, set up properly, could be a really dangerous encounter, which is a good thing considering it sounds like your PC's have just waltzed through the moathouse thusfar.

Still, I recommend leaving either Jaroo or Maridosen in town. IMHO the cult would want to have someone in place to keep tabs on things in Homlett, considering so many powerful good guys live there who were a pain in the neck in the past (Y'day, Elmo, Rufus & Burne...)

Offgall Fizziwigg
Faen
(7/3/03 6:26 am)
Reply
Re: Moathouse timing
"Still, I recommend leaving either Jaroo or Maridosen in town. IMHO the cult would want to have someone in place to keep tabs on things in Homlett"

This is true. You should have enough power anyway to make this a tough encounter.

smetzger
Faen
(7/3/03 11:11 am)
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Re: Moathouse timing
I would leave Jaroo and Maridosen in town. The module states that its planned for Maridosen to stay in town after everyone leaves. Jaroo is also a deep cover guy, so I don't think his cover should be blown.

Its going to be a tough enough fight with Dunrat, Chat, and the Wagon crew. Plus this will leave some cultists behind that can break people out of jail if/when the PCs win this fight and if/when the Paladin does the 'right' thing and turns the bad guys over to the authorities.

TheOutlands
Litorian
(7/3/03 5:42 pm)
Reply
Re: Moathouse timing
Quote:
Actually, this sounds like, set up properly, could be a really dangerous encounter, which is a good thing considering it sounds like your PC's have just waltzed through the moathouse thusfar.


The Big U actually almost killed them. Two of the party went negative and I warped the jumping rules for the cinematic/heroic jump of the Paladin.

Er... It would *kill* them - and this is probably a *good* thing! Teach them some *respect* for their opponents! What they are going to face is thus:

Chat - Rog5/Asn1
C-chick - Clr2
"72-hr Kit" of:
Clr2
War1
War1
grick

Plan:
They put the grick down the secret staircase and use the main stair and secret-column-ladder to sneak in. Slpit apart w/ Clr bossing leftover undead to leave strike-team alone & marshalling the extra support.

This is going to be an insane battle if the party camps underground. If they come up, they get hit at night topside. Oh, my.

Ok, off to actually *play* it!

--Michael<br>
http://outlands.tripod.com<br>
homesteading, survival, self-reliance, and a whole lot more

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