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smetzger
Faen
(8/21/03 10:02 am)
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Restocking Fire Bridge
Hi,

Anyone have ideas for restocking the Fire Bridge?

PCs left for Verona (Verbabonc) and won't be back for 5-6 weeks.

Thanks,
*:> Scott

Infiniti2000
Verrik
(8/21/03 10:32 am)
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ezSupporter
Re: Restocking Fire Bridge
At first, you tend think fire-type forces. However, IIRC you still have Moolowik and the Water Temple remaining, so I'm thinking Moolowik heard some of the fighting and was hanging right off the edge of the bridge watching. So, when the party gets back they'll see it occupied with Water Temple forces, who are apparently on the side of the party.

"Ah, we were expecting. No, please don't fireball us! We have a proposition for you..."

For additional creatures, you can use the orc camp, the nearby troll camp, the Web Enhancement (aboleths and skum), or (my choice) look through the random encounter chart for some decent monsters, not necessarily water based. There's a new skum/kuo-toa like water monster in the 3.5 MM, too. I can't remember what's it called, but it's low level and lends itself nicely for character classes.

An interesting thing to do would be for the Water Temple to collapse the gate area onto the bridge so that one must travel through waste deep water to cross the bridge. Put another chuul to guard the area. This would make it very difficult for non-flying fire temple creatures to cross the bridge without (expensive) permission.

smetzger
Faen
(8/21/03 11:29 am)
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Re: Restocking Fire Bridge
aah, thats good. I need some RP possibilities; the last session was a complete hack-fest.

It'll be interesting to see what my group does, since they are on a "mission from God"

Anybody have a good personality for Moolowik?

Edited by: smetzger at: 8/21/03 11:37 am
Infiniti2000
Verrik
(8/21/03 11:51 am)
Reply
ezSupporter
Re: Restocking Fire Bridge
How about Gilbert Godfried's character from lethal weapon? "Okay, I have a handful of tickets in this hand, and I may or may not have 200 dollars in this hand..."

Another way to keep it from being a hackfest is to primarily use neutral monsters. That'll take the wind right out of their sails. Better yet, liberally strewn commoner workers about the area should keep big battles from occurring, or reduce them to a minimum.

Cordo Crowfoot
Litorian
(8/21/03 5:42 pm)
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Re: Restocking Fire Bridge
I just played up the alienness of Mooliwik as it was the first Kuo Toa the party had met... Use a gurgly voice and call the party airbreathers.

As for the restocking, I think it is a good idea to shift the orcs up, that way you won't risk overcompensating the PCs with exp as much.

Edited by: Cordo Crowfoot at: 8/21/03 5:44 pm
smetzger
Faen
(8/22/03 6:48 am)
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Re: Restocking Fire Bridge
Ok, so I am going with the Water Temple taking over the area. In addition to the 28 mooks (mix humans and orcs), I have a water mephit, Moolowik, lizardman wizard, Chuul, and a Zombie D'Gran.

They have used stone shape (on rocks brought in) to create a 4 ft deep pool of water around the area of the bridge entrance and out into the hallway. Moolowik, lizardman, and the Chuul can hang out in the pool. The mephit will be stationed further in the caves so he can run and give advance notice (although there is a Monk in my group, so he may not get away). D'Gran had been killed by Hammersphere's and then his head was cut off, but his body was mostly intact so the water temple made him into a Zombie as an insult to him.

Here are the stats for D'Gran the Zombie:
D’Gran Zombie: Large Undead; Male Zombie/half-fiend/half-ogre mage; CR 10; HD 10d12+3; hp 68;
Init +1; Spd 40, fly 40 (clumsy); AC 19 (-1 size, +1 Dex, +9 natural; touch 10, flat-footed 18 ) ;
BAB +5; Grapple +18; Atk +14 Greatclub (2d8+13); Full Atk +14 Greatclub (2d8+13);
SQ undead, natural weapons treated as magic weapons for purposes of overcoming DR, single actions; Space/Reach 10/10; AL NE; SV Fort +3, Ref +4, Will +7;
Str 29, Dex 12, Con -, Int -, Wis 10, Cha 1.
Feats: Toughness
Single Actions Only (Ex): Zombies have poor reflexes and can perform only a single move action or attack action each round. A zombie can move up to its speed and attack in the same round, but only if it attempts a charge.

Edited by: smetzger at: 8/22/03 6:49 am
amerigoV
Faen
(8/25/03 5:25 pm)
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Re: Restocking Fire Bridge
If some of the cultists from Hommlet survived, they could be reassigned to buff up the complex. Be sure to grant them a level or so for their own experience. I had Vacra be D'Gran's daughter in my campaign.

smetzger
Faen
(8/26/03 4:43 am)
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Re: Restocking Fire Bridge
The only one that got away was Dunrat and I am saving him for the Outer Fane.

Funny thing is I did all this prep work and then my players whent to Nulb. Which they had skipped earlier and which I of course had not prepped :)

Infiniti2000
Verrik
(8/26/03 6:45 am)
Reply
ezSupporter
Hijack...sorry
"I had Vacra be D'Gran's daughter in my campaign."

Wow, that is a great idea. Have you fleshed this out any further? Did you get to use it in some RP sessions?

Some questions on fleshing it out:
Why is she in Hommlet? Did D'Gran 'offer' her up?
What's their relationship like? How vile did you make it?

I'm very interested in this as Vacra is the only cultist in Hommlet to survive. I had her join with the wagon team (the group never found out) and remove the remaining artifact (the smaller square statue in the pit room) and bring it to the CRM. There, she gave it to her lover Kellial, who presented it to Fachish. Fachish then gave Kellial the Sword of Air (the final straw and his reward). Fachish then presented the statue to Naquent, who rewarded him with (haven't decided yet), who presented it to Hedrack. It's now in Hedrack's chambers.

amerigoV
Faen
(8/30/03 5:35 am)
Reply
Re: Hijack...sorry
I'll give you the story as it happened.

First, let me describe the SOP of my group: blunder in, get collective tail kicked, withdrawal, then plan an assault. Back in Hommlet, they took several cracks at the Moathouse. They were slow to push on to the lower levels after chasing of Big U. I ruled that they took too long, and the cultists from Hommlet hooked up with the trapped cultists from the lower levels and the wagon from the TOAC. A big battle ensued that the PCs, yet again, where forced to withdrawal from. That is the first time they saw Vacra. It was from a distance as the cultist caravan headed back to the TOAC.

Flash forward to the Fire Bridge complex. Again, the party gets beaten back in their first foray into the complex. I ruled that D'Gran, angry at the intrusion, orders a strike team after the party. The strike team loses. His forces are now weakened from two fights (lost most of the humans, the two wizards, the two dinos, and one of the trolls). He has heard the team from Hommlet is back. Now, D'Gran is in desperate need of a wizard and requests that Vacra to join the FBC. His request is granted. It was at this point that I decided to make Vacra D'Gran's daughter

I have their relationship as a mutually beneficial one. I see D'Gran as a smart but impulsive leader. He is very strong tactically but does not always waste time with the big picture. He feels his powers can overcome most challenges. I see Vacra as a bit more level headed since she is not that powerful. She can see the bigger picture but is not quite bright enough to come up with all the nasty details.

Vacra comes up with a plan to secure the defenses of the FBC and to use the complex to confuse and ambush the party. D'Gran seizes on the idea and comes up with all sorts of nasty twists and turns. The basic plan is to use an Alarm spell to alert the complex (mental alarm, not verbal). D'Gran and Vacra buff everybody up (including using the wand of Change Self to create some confusion). During the fight itself, Vacra is invisible, as she has used most of her spells to buff others. Unfortunately, she gets caught in a fireball and killed. After that fight, all the brainpower is dead (the two wizards, D'Gran, and Vacra). The "captain" of the remaining human guards surrenders the complex.

Unfortunately, Vacra never got to interact with the party in either Hommlet or at the FBC. I was hoping she would survive the battle to lead a counter attack, but it did materialize. I did not flesh out much of the D'Gran/Vacra relationship, as she did not survive. I would imagine that it could be quite sick. That could be conveyed as a cut-scene after the fact (hinting at it). I like the idea of D'Gran "offering up" Vacra to further his own position in the politics of the CRM. I think there are a lot of opportunities there.

In my opinion, Vacra would be a fine candidate to become a longer-term nemesis of the party. Given her personality, I would think she is likely to survive the early parts of the adventure and come back to interact with the PCs. IMHO, this would fill a void in the module as written. If I have one complaint about the mega-adventure, it is that the evilness of the cult never gets personalized to the PCs. Most of the hated NPCs in my campaign have been ones that I added with the exemption of Thrommel. And even then, I had moved the campaign out of the CRM and had Thrommel take over Hommlet.

If you are interested, a campaign website is at:


www.rajicreations.com/mark/toee/toee.htm

Edit: Sigh, cutting and pasting from Word is such a pain...

Edited by: amerigoV at: 8/30/03 5:42 am
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