Gold Community Okay -- Your Turn
    > Return to the Temple of Elemental Evil
        > Moathouse smackdown! (and a few questions)
New Topic    Add Reply

<< Prev Topic | Next Topic >>
Author Comment
TheOutlands
Litorian
(7/4/03 5:20 pm)
Reply
Moathouse smackdown! (and a few questions)
Oooooh, it hurt.

Chat and Chenashi showed in time to meet up with the 72-hr wagon, carrying a "generic" Clr2 (copied from Gren verbatium) and two War1 carrying ranseur/longsword and longspear/battleaxe combos. The party camped out in the woods away from the moathouse and set watches. The elven rogue drew last-watch as she only needed her 4-hr meditation time and stood a 4-hr shift whereas the other 5 stood a 45-minute shift. During her shift, the rogue, hiding in a tree, spotted a group of four brigands (rolled on the wilderness-encounters table for the woods around the Moathouse) played by War1's wearing chain shirts and carrying short-swords and daggers. As they routinely failed spot checks, she fired her +1 shortbow six times for 4 hits - each hit an instant kill. (bad HP rolls and good damage rolls - ugh) She didn't bother waking the party up. I called this "the rest of the reinforcements" for Chat & krewe...

In the moathouse, the wagon-team had placed the grick in the secret stairwell (east of 24) and Chen had reanimated 5 of the skeletons killed in area 25 - moving them to area 22. The "generi-cleric" took up a position in the northernmost cell of area 21 with his crossbow. Chen blessed the spearmen, who hid in area 19. Chen hid in area 23. Chat used his Undetectable Alignment scroll and wand of invisibility and then "hid" north of the staircase in 18.

Party buffs and then storms the moathouse, fearing my earlier manical giggling meant they would have to fight their way *into* the moathouse. Pally does a "dash and drift" run with his Detect Evil bit - advance his movement and then spend a turn checking for evil...which availed him *nothing*! mwahahahahahahahaha!!!

They descend the stairs into 18 cautiously and then stand there discussing what to do. No DE from the Pally, no Detect Thoughts or anything from the Wizard, nothing from the Cleric...oops.

They decide to go through 23 and around to get to the crypt, not having determined the destination of the secret passage in the column in 22. As they do so, the Clr in the cell opens fire - missing, but hitting the door into 23, where Chen is. Party returns fire with Magic Missiles and mundane ranged fire. Skeletons emerge and approach up to the party (you know...I think I forgot to have them attack! bugger!) and the Wiz fires off her new-learned Fireball catching 4 skeletons and the sniper. Chen opens the door and clobbers the Sor/Ftr. Pally moves a step and hits her, "coincidentally" clearing the way for the Party's other Sorcerer to turn and unleash Agannazar's Scortcher on her, charring her (and most of her gear) to a crisp. Cleric nails remaining skeleton just as... The two spearmen arrive on-scene and embroil the Rogue, dropping her by a significant # of HP.

By this time, Chat has achieved his needed observation-time...and the party fails their listen-checks. The Pally "wakes up dead," as it were.

The table went silent after the Pally's player told me his Fort roll and I said, "Theros is dead." The player of the Sor/Ftr looked like he was about to cry (he's only 9 and his PC has had a case of "hero worship" of Theros in a *major* way for a while now). After the stunned silence and the kid's sudden inability to make a decision, I gave him a 5-second countdown (we'd gone on for several minutes already about things as he tried to decide what to do) and he fired a hvy-xbow, hitting Chat for some hefty damage. The Rogue Tumbled away from the spearmen, others attacked Chat for minor damage, and finally Chat - who had the highest init-roll - cast his lone prepared spell - obscuring mist. The place went insane!

Everyone froze and started making Listen checks to find the 3 remaining bad-guys. Those who made them, heard "several feet" racing up the stairs. They began trying to locate Theros's body at this point - I set a DC20 on it, because searching a smoke-filled room for a body is *not* easy! - and had Chat rolling to find another PC. He found the Sor/Ftr, "hero-worshipper" of the fallen Theros. He hit, and hit hard. I looked at the player and said, "Urk - roll a d20."

Talk about speechless! "Deer in the headlights" look for sure! In his nervousness, he threw his d20 half-way across the room when he rolled! In the end, tho...he rolled a 15 for his save vs the Assassin's death-attack DC of 14. Urk then opened the Assassin up from crotch to gullet... (I totally forgot to have Chat drink his CMW potion! If he *had,* they would have been *totally* screwed!)

The crew decided to grab all the dead bodies within reach and retreat thru the hidden staircase, so another round of Search-checks for the door, w/ Urk being the last to stumble thru. So, the shaken party (I mean even the *dice* were stunned! they were rolling *bad*!) staggers through 23 and 24 with the Rogue having to relocate the secret door only to open it onto...the GRICK!!!

AAAIGH!!!

The Wizard fired her crossbow (non-magical) and hit it for 2 points of damage...so "the creature's hide seems to give way slightly as the quarrel hits, only to bounce off, doing no noticable damage."

I think the line was, "Oh, $#!+, it's got Damage Resistance!" The Sorcerer spent his time making a Knowledge (bestiary) check to determine the best way to kill the critter ("attacks by magical force or magically-enhanced weapons") and the party rearranged itself on the battlefield to fell the "Chaotic Hungry" encounter.

Up the stairs and...roll initiave...marching order...("crap, they're out there!!")...and Rogue rolls spot... "Looks Clear!" (party's running "Pitch Black" joke) "I can't believe he made us roll initiave just to get us worked up like that!"

Until half the party emerged and the two spearmen dashed in and began attacking - again - the Rogue. Several spells later (and a ruling that "Firing into melee" penalty does *not* apply if the target is using a reach weapon and is 10' away from their target) and one good Tumble-check too, the spearmen are DEAD and the party is driving their wagon *and* the "72-hr wagon" back to Hommlet.

They have now decided to drop the exploration of the moathouse in favor of going immediately to Verbobonc, bringing the Paladin's mortal remains to the Temple of Kord (his chosen deity) for a bout with True Ressurection. They have not yet cleared out the ghoul-warren nor have they even *seen* area 32!!! (or the basilisk den)

Since Master Dunrat and the other cultists in town were *not* there, what should be *their* course of action? Jaroo and Maridosen will remain as deep-cover agents. Any ideas or suggestions? Oh, the party also has not been very ... active in researching and interviewing people about the Temple. Should I have Y'dey approach them with the information voluntarily - like, kinda nudging them into going and looking as a favor to her?


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

Infiniti2000
Verrik
(7/5/03 7:05 am)
Reply
ezSupporter
Re: Moathouse smackdown! (and a few questions)
Sounds like a great time by all (except the Pally). Tell Urk we're proud of him! Good ambush, though.

""I can't believe he made us roll initiave just to get us worked up like that!"
I do this all the time. It let's them know that not all initiative rolls have to end in bloodshed and keeps them on their toes.

"...or the basilisk den" I assume you mean cockatrice den? The basilisk is i the CRM.

"Since Master Dunrat and the other cultists in town were *not* there, what should be *their* course of action?"
Give them some time to await the return of the wagon, say a day or two. Then, they'd go check out the moathouse themselves. They would then likely clear out the moathouse and the remaining artifacts, and seal up the pit.

"Jaroo and Maridosen will remain as deep-cover agents. Any ideas or suggestions?"
Jaroo will definitely remain, probably having to kill Yundi and Wyst. Maridosen will get fired and will need to find another job. Perhaps she'll become the new "apprentice" druid?

"Oh, the party also has not been very ... active in researching and interviewing people about the Temple. Should I have Y'dey approach them with the information voluntarily - like, kinda nudging them into going and looking as a favor to her?"
That sounds like a good idea. It might very well be time to swing the clue bat.

TheOutlands
Litorian
(7/5/03 7:23 am)
Reply
Re: Moathouse smackdown! (and a few questions)
Actually, the Pally's player was having fun anyway. For one thing, he was actually running another PC and for another, he kept making comments from a spirit's POV - "Hey, don't drop my body like that!" "Kord syas you need to learn to swing harder." etc. LOL

The ambush *did* go off fairly well - other than failure by me to more properly utilize what the NPCs had. *sigh* Had I thought a little more, tho, Chat would have used his wand on the whole ambush-crew and they would have been in place in the open, rather than having to move in. Initiave rolls would have been *screwed* as the party was decimated. Yugh.

I'll pass on your compliments to Urk - he'll be pleased. ;)


Also, I figured the initiave roll as they were coming up the stair into a situation they *expected* to be an ambush was perfectly appropriate.


Yes, the cockatrice den. *sigh* I was still wiped out yesterday when I wrote my post and just didn't look it up like I knew I should. shame on me.


Dunrat may not wait the entire time - word of their return and accomplishments *will* travel quickly, after all. So...what actually remains to be found? The 4-sided statue...but what else? They have the mask and all the relics Gren was guarding. Of course, there may be efforts to *recover* those relics from the party...


I like moving Maridosen to the Grove, in a way. But then...that reduces the number of places to investigate for evil. But then, "Jaroo" can convince investigators that Maridosen is just misunderstood! potential there, yess...


I've gone so far as to tell the players "You guys are missing something." That worried them to death (well, before the ambush) and led to them standing around discissing what/where to go in 18 which led to the ambush! So, I told them I was referring to something that had nothing to do with a spot on the map, but with actions they had started, but never followed thru on.

Y'dey is about to lower the "clue-boom" on them, I think. Still, I'm sure they'll go on to Verbobonc for a True Rez *first* and then return to Hommlet w/ their party restored...

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

GlordFunkelhand 
Faen
(7/5/03 10:06 am)
Reply
Re: Moathouse smackdown! (and a few questions)
Sounds like a fun session. Just one thing: I doubt the assasin should be able to do a death attack while within obscurring mist. In order to do a sneak attack, he needs to see the target.
And since death-attacks are pretty much an instant kill (since level 3/4 chars don't have a good FORT) it's a good idea to play by the rules (just to save your ass).

In my group, we use a house rule, so a succesful assasin death attack will bring the target to -5 HP. And until all of his HP are being restored he can only do partial actions (due to shock).

Another tip: Don't tell them the character is dead. Just tell them the character drops to the floor. If they know he's dead, nobody will try to do help them. And they shouldn't know he's dead anyway. Let them spend some time to find out if he's still alive, or let them waste time trying to stablize and drag him to a more secure place.

But as I said: It sounds like you had lots of fun :)

TheOutlands
Litorian
(7/5/03 6:06 pm)
Reply
Re: Moathouse smackdown! (and a few questions)
Oddly enough, I realized the death-attack in the mist shouldn't have happened *today* while outside tending the goats. The *first* attack was before obscuring mist was cast, so it was okay. And yeah, you are right - I shoulda just told them Theros hit the floor. However, *next* time something happens, I *will* take that route and watch them go berzerk trying to get to the fallen comrade...

But, hey - I warped (ok, totally broke) the jumping rules during the encounter with the Big U so that Theros could reach him...and this time, it went the other way - but both in the name of an awesome session that will be talked about for many days to come...

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

JRedGiant
Faen
(7/6/03 6:27 am)
Reply
Re:Moathouse smackdown! (and a few questions)
Accidently breaking a rule that kills a PC is worse than intentionally breaking a rule that saves the PC's bacon.

The rule was definetely broken. Obscuring mist applies a miss chance...and any miss chance stops any sneak attack...and a death attack is a sneak attack with nastier consequences.

That being said, it is totally and completely understandable. Sometimes I feel as though it should really take a college level course to be able to perfectly adjudicate the game. And if you have a rogue in your group, they should have called shenanigans right then and there. Oh, and by the way, I've muffed the rules a bunch of times myself, both in favor of and against the party. (Did you know magic missiles can hit ghosts? I didn't until recently...)

I suggest you come clean with the party. You can't change history, but what you can do is allow the temple of Kord to, JUST THIS ONCE, give the True Res for free as opposed to the approximately 6.5K gold it would cost.

Aside from the death attack, sounds like a terrific ambush and a good time was had.

TheOutlands
Litorian
(7/6/03 8:35 am)
Reply
Re: Re:Moathouse smackdown! (and a few questions)
whoa, wait. LOL The Death Attack that killed the Paladin was done *BEFORE* the Obscuring Mist was cast. So, it's a fair death. The Asn struck, dropped his opponent, took damage on the turn of the next PCs who could hit, *then* cast OM on the next round. The *failed* Death Attack was the one not kosher - which is a moot point, since the PC resisted. On that second attack, I also forgot to add in the sneak-attack damage - so, the PC passed a Save (which he shouldn't have had to roll - no harm done) and I forgot to add in sneak-attack damage (which shouldn't have been added anyway - no harm done).

The Rogue's player knows
-"I can Tumble and not get hit!"
-"I get 3d6 sneak attack damage!"
-"I can dodge area attacks!"
and that's about it. LOL

And, when I said something about incorporeal creatures being immune to pretty much anything other than force attacks, the Wizard's player piped up, "Like Magic Missiles?"

All told, I *will* own up to botching the Death Attack and Sneak Attack business w/ obscuring mist - and that will likely cause the cleric to like it that much more...

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

Infiniti2000
Verrik
(7/6/03 10:20 am)
Reply
ezSupporter
Re: Re:Moathouse smackdown! (and a few questions)
"And, when I said something about incorporeal creatures being immune to pretty much anything other than force attacks, the Wizard's player piped up, 'Like Magic Missiles?'"

Also, don't forget that clerics can use spiritual weapon (a [Force] attack), and, if you allow splatbooks, harrier.

TheOutlands
Litorian
(7/6/03 12:15 pm)
Reply
Re: Re:Moathouse smackdown! (and a few questions)
Yup - that now has everyone checking their spell-descriptors for [Force] and also - Mage Armor, Sheild of Faith, and the like to *prevent* incorp's from touching them...

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

<< Prev Topic | Next Topic >>

Add Reply

Email This To a Friend Email This To a Friend
Topic Control Image Topic Commands
Click to receive email notification of replies Click to receive email notification of replies
Click to stop receiving email notification of replies Click to stop receiving email notification of replies
jump to:

- Okay -- Your Turn - Return to the Temple of Elemental Evil - Home -



Powered By ezboard® Ver. 7.3m
Copyright ©1999-2003 ezboard, Inc.