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domconnor
Faen
(9/12/03 8:40 am)
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Hedracks Attack
My party have managed to get through the air door, destroy the first guardians (actually the 4 elementals from the other room - the party already having destroyed one of the invisible stalkers after it was sent by Hedrack to destroy the party).

They took a right turn and have just met the Dire Lions. Now Hedrack knows perfectly well where they are. They have destroyed all of the CRM and took a very long time to get through the door. So it's time he got personal, and took them all out (or so I'm reasoning he will think).

Therefore ... how hard do I hit em? My gut feel is that he would send in Naquent, the 2 Naga's, the remaining Invisible Stalker and D'Gran as some muscle. (He had fled the CRM in gaseous form, and I ruled the Outer Fane took him in to use against the party). Once the party was in full combat with these, Hedrack would turn up himself, and start blasting !

Now my problem with this is that I think there is a definate chance of killing them all. The party is as follows

9th lvl Barb
9th lvl Mage
5th lvl Rogue, 4th lvl assassin
8th lvl cleric
8th lvl cleric
8th lvl bard (hobbit)
8th lvl Paladin.

Lots of players I know.

So do you think I am being too hard with this tactic? I just can't see why he would do anything else. Every other thing he has sent against them has been slaughtered.

Dom.

WarrenWright
Faen
(9/12/03 10:30 am)
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Levels
What is it that you most fear from that kind of attack on the party?

With a large party at those levels, they should be able to deal out some massive damage and disruption in short order.

Also, its not always a bad thing to put the party in a situation during which they may need to retreat.

Warren

domconnor
Faen
(9/13/03 1:06 am)
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Hedracks attack
Well basically Im worried about things like slay living, disintergrate, etc etc.

With the others keeping the party busy, Hedrack is going to be able to pop these spells off quite easily.

By the way - Slay Living..... seems damn good. Save or die. If you save take 30d6 damage at lvl 10. Is this right??

I'm just wondering whether I am being too harsh with those tactics.

Dom.

Cordo Crowfoot
Litorian
(9/13/03 1:34 am)
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Re: Hedracks attack
Keep Hedrack back if you are worried about those spells. If he thinks he has massed an overwhelming force, there is no need for him to enter battle, particularly as he himself is vulnerable to death attacks and the like.

In my own campaign, before they enter the fane I will have Varachan warn the party that Hedrack favors destruction, disintegrate, slay living, etc. and that they should go in Death Ward'ed. (This is also to bring the new 3.5e effect of that spell to my group's attention.) If they go in without Death Wards they deserve everything they get.

"They were immediately and absolutely recognizable as adventurers. They were hardy and dangerous, lawless, stripped of allegiance or morality, living off their wits, stealing and killing, hiring themselves out to whoever and whatever came... They were scum who died violent deaths, hanging on to a certain cachet among the impressionable through their undeniable bravery and their occasionally impressive exploits" China Mieville, Perdido Street Station

srmilich
Faen
(9/15/03 12:03 am)
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Re: Hedracks attack
Hey domconnor,

I agree with a lot of what Cordo is saying, your party should have the sense to flee if unprepared or overpowered. If you are seriously worried, hold Hedrack back for a few rounds, then insert him if things go badly for his troops.

Oh, i mainly posted to correct something you wrote here.

By the way - Slay Living..... seems damn good. Save or die. If you save take 30d6 damage at lvl 10. Is this right??

Slight misreading of the spell text here. The damage you take when saving is 3d6 +1/level, so a 10th level caster would dish out 3d6 +10.

Cheers, Simon.

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