Gold Community Okay -- Your Turn
    > Return to the Temple of Elemental Evil
        > Eeek, a little advice please on NOT killing off half a party
New Topic    Add Reply

<< Prev Topic | Next Topic >>
Author Comment
arcane12
Memunite
(10/6/03 2:28 pm)
Reply
Eeek, a little advice please on NOT killing off half a party
The party got quite badly damaged on their last little jaunt, but I had already dropped all the hints that one of the assasins is after them, and he was supposed to attack as they left the CRM next. Unfortunately I think this will probably kill two or more of them. Should I run it anyway, or have to assasin 'misjudge' where/when they will come out?

(for more info on what happened check out the campaign log - my Sunday group)

Infiniti2000
Cherub
(10/7/03 6:22 am)
Reply
ezSupporter
Re: Eeek, a little advice please on NOT killing off half a p
It depends on how your group will handle it. I would not have the assassin kill more than one person, though. The assassin does not know what condition they are in, so he (if Victor) would not stick around. I'd suggest you send in one assassin to kill one party member and then leave a note telling the group to bugger off. Maybe take a valuable magic item (but not all of his items).

If you think your group will be pissed off about a player assassination, then first of all you need to talk about it with them. Then, you should assassinate the player anyway because it's just a game, Fokker! Anyway, an alternate strategy would be to paralyze a player and capture him, but that's probably worse because it would take a long time for the player to return, being stuck in the Outer Fane prison. You could, potentially, at that point use Varachan to return the player, but that's up to you. Who knows, maybe the player will make his Fort save. After one death attack, the assassin might leave.

WarrenWright
Memunite
(10/7/03 12:30 pm)
Reply
Re: Eeek, a little advice please on NOT killing off half a p
Relish the ability of a lone assassin to challenge your party.

My group is all between 7-9th levels, and I have doubts Victor could take out one of them, much less multiples.

Really makes me wonder what tack I should have Hedrack take now that the party has dropped 2 temples (earth & air), a gate complex (western), and the 2 entrances...

Warren

arcane12
Memunite
(10/7/03 1:14 pm)
Reply
Re: Eeek, a little advice please on NOT killing off half a p
according to the module Hedarack sends assassin(s) after the party once they have the ability to make a master key (taken out 2 temples). He is also not adverse to sending out the invisible stalkers as alternative assassins.

I was contemplating the idea of having the assassin with a few extra goodies- tanglefoot bags, a sap, a potion of invisibility - so s/he could capture the rearmost party member (for some reason the two mages stick to the back of the party and they dismissed Descritad who used to sit at the back of the party avoiding fights 'protecting' the Wizard). Once captured the assassin could loot a thing or two - if s/he gets the wizard who carries all the lesser keys one could be taken - and leave a note as Infiniti2000 suggested. (of course this would not do anything to stop the party, just anger them.)

The other way of doing it is s/he could do something like - ooh... soverign glue a PP to the floor outside the main enterance, and when they stop to pick it up study someone. The only problem I have is when it comes to picking a target - the assassin would be smart enough to avoid the barbarian like the plague - he would be pretty much impervious to the damage, make the save, the dice him in one or two rounds. The cleric would not be a good choice - too high AC - Full plate + large sheild + assume at least +3 on top of that (actually its more like + 7) So now we a dwarf in full plate with a large sheild - another bad choice, leaving 3 mostly unarmored people. Should I dice it? Avoid the studded leather armored individual assuming a rogue? I am leaning in favor of dicing it, at least so I feel a bit better about who is gonna die! Either that or throw them some free XP and get the assassin attack the first out the door - Grokk.

Infiniti2000
Cherub
(10/7/03 2:53 pm)
Reply
ezSupporter
Assassins R' Us
Andorax and others have suggested running it just like the module suggests unless you have a good reason not to. Therefore, do the following once/night in three nights, probably around 1-3AM, until success or all three fail:

1. Send an assassin, either Victor or Bethe. Choose one. Personally, I plan on sending Victor, as Bethe can...serve...Hedrack in other capacities in the meantime.

2. Send Ukemil and the dire lions.

3. Send both Invisible Stalkers.

Note that ideally the assassin would attack in the middle of the night. He would not attack them while adventuring, when they likely have their guard up and can respond in force. Attacking the person on watch, or better yet, a sleeping victim, would be ideal. Make sure you give your player EVERY opportunity to notice the assassin, however (i.e. spot checks, listen checks, etc.). This is not a time where you want the player to feel cheated. In fact, I'd suggest doing it in the open unless your players are very trusting.

So, assassinate the (e.g.) elven wizard while he is on watch and then stick a note on his body, looting a few precious items. It may seem like an easy kill for the remaining players, but someone might wake up and I'm sure Victor doesn't want to deal with that barbarian face to face.

Cordo Crowfoot
Dynama
(10/7/03 5:51 pm)
Reply
Re: Assassins R' Us
I wouldn't worry about having the assassin take any items unless they are absolutely sure who has the keys... The assassin would be more concerned that they made a clean getaway.

I think it is completely fine and in-character for the assassin to target his death attack on those he thinks may succumb more easily. It's the same with casting fortitude save spells on rogues and casters and the reflex save spells on fighters and clerics. The PCs do it so to somehow say the NPCs are metagaming would be unfair.

Also, against a large party I don't think the assassin should necessarily be forced to make his move all in one evening. In fact, depending on their sleep arrangements it might be a better approach to follow the party in one of their forays and engage a spell caster when they are fighting something else.

grimbold
Mortal
(10/8/03 12:43 am)
Reply
Re: Assassins R' Us
I think it is not the time to pull punches on Hedracks side.

The characters should know that they are up against a very dangerous enemy. If you spare them now and they don´t get paranoid enough, they will surely die in the Fanes unless you fudge some die rolls (which I personally never do in my players favour).

You should play the assassin to the best of his abilities and according to the information he has about the party.

First, he has to locate the party somewhere.

After that, play him like you would play the assassin as a player: He would certainly not charge in at the first opportunity, but scout and watch the party for a while before he would come up with a plan to kill them off in his most efficient way... probably waiting until the party makes camp and everyone but the guard has fallen asleep.

If the guard is the barbarian or another "tank", he would probably not try to take him out, but sneak past him and coup de grace as many sleeping characters as he safely can.

Well, that at least would be his plan ... to give the party a chance, make sure you roll all the necessary checks (and ideally make your players roll theirs in advance so they don´t get too suspicious - at the beginning of your next session, for instance, make every player roll 5 spot and listen checks each and note them down).

Edited by: grimbold at: 10/8/03 12:48 am
madfox
Cherub
(10/8/03 1:03 am)
Reply
Re: Assassins R' Us
The strength of an assassin obviously does not lie in face-to-face combat. The lethality of an assassin also does not lie in the amount of resources the PCs have spend since he will not face the PCs in a drawn out melee. The death-strike ability is what makes the assassin so feared. Strike fast, strike hard and do not wait to see if you were successful except from a save distance. Wait at the entrance and strike at somebody the assassin knows to be a wizard, but avoid lightly armoured, heavily armed opponents. Remember, the death strike requires a successful sneak attack (in 3.5 anyway). This means that barbarians and rogues with uncanny dodge are immune to it. Then again, when the PCs do something stupid, I have no pitty. There is a reason why the wizard never walks at the back of a party or why they gladly accepted the invitation to live at the heavily guarded manor of a rich family - it saved them the time to arrange security ;)

msherman
Kalkydrite
(10/8/03 7:30 am)
Reply
Re: Assassins R' Us
IMC, I just sent my first assassin in the last session. The party had just left for Verbobonc, and I used Gez, the goblin (with halfling altar ego) which was posted here last month. I had a guest player play Gez, and it worked out pretty well; he lured the party into the VB sewers in the guise of going to rescue a friend of his (ie: Adventure!), and then invisibly studied and attacked the Cleric while the party was fighting with a group of giant rats led by a wererat.

I decided that Hedrack knows enough about the party from scrying to let Gez know that the cleric was the only reasonable target for assassination; the other three are a barbarian, a rogue, and a fighter-rogue, all of whom cannot be denied their dex bonus, so their difficult to sneak attack, even ignoring the high fort saves that two of them have.

It seems reasonable that Hedrack would want to target the Cleric of Pelor anyway; he's the ostensible leader of the party, and the whole reason the party is involved is because they all work for the church, so taking out the Cleric seems like the right thing to do tactically. Hedrack also assigned Gez a secondary mission of retrieving Tessimon's Tentacle Rod which the Rogue had. However, I was very surprised when the rogue _sold_ the tentacle rod in VB, opting for a ring of invisibility instead.

Gez failed his first assassination attempt (missing the Cleric when he struck, due to a high AC), and after a scuffle, he escaped (gotta love those potions of Expeditious Retreat). Then the party did something very foolish; three of them waited in a bar where they thought they'd ambush Gez (the party rogue bluffed him setting up a private meeting to discuss setting up the cleric), while the cleric walked back to the temple _alone_. Gez struck again on the road, but again, he missed. :\ So Gez gave up on that mission, instead just stealing the tentacle rod from the shop where they sold it, and heading back to Hedrack.

I'm thinking that Hedrack might just let Gez live, seeing as he did bring back the rod, as well as a sample of the Cleric's blood (having scored a successful non-sneak-attack in the scuffle) for Hedrack to continue scrying with, now that the Cleric's sold off the Amulet of Unavoidable Detection... would Hedrack send him out again, possilby accompanying the two invisible stalkers or Ukemil?

Infiniti2000
Cherub
(10/8/03 9:58 am)
Reply
ezSupporter
Re: Assassins R' Us
"...would Hedrack send him out again, possibly accompanying the two invisible stalkers or Ukemil?"
Possibly, if you think your party can handle. It might not be too bad if the assassin sticks around long enough to make one attempt, maybe flanking the fighter/rogue (the assassin should be >4 levels in rogue/assassin ability), and then leaving the rest to Ukemil or the IS. As someone else pointed out, though, those dire lions are particularly nasty, so be careful. Perhaps, Ukemil leaves two of the lions in the pen. He might also flee quickly.

One comment on the tentacle rod. Who else besides the shop owner and the party knows the shop has the tentacle rod? Was anything else stolen? Did Gez leave any trail implicating the party? This has a lot of potential to mess with the party.

msherman
Kalkydrite
(10/8/03 12:25 pm)
Reply
Re: Assassins R' Us
Yeah, given Benhamtroll's recent thread about the lions, I think I'm going to send Gez back with the Stalkers.

As for messing with the party, I already went down that road; the party went to the shop the next day, and were brought in for questioning, but the cleric manage to talk their way out of trouble by suggesting Divination from a neutral Cuthbertite to settle the matter of their innocence. They promised to return the rod if they found it again.

arcane12
Memunite
(10/8/03 7:41 pm)
Reply
Re: Assassins R' Us
As a side note, I have already talked to the player of the barbarian, mentioning that I was worried about what might happen at the next game, and he immediately figured out that another assassin (Mr C. from Hommlett was the first) was going to attack. (I had also got Varachan to drop what might be his final note carefully hidden on one of the zombie trogs when he did an 'inspection' of the earth temple warning the party that an assassin was soon to be sent out after them)

We discussed it (without letting him know too much info), and he agreed that no assassin in his right mind would go for a character that looks like him (very stereotypical barbarian). The attacking at night sounds like a good idea, and I will have to try to slyly figure out who sleeps where - the party usualy sleep in the tavern in Rastor, but have off and on used the Wizards Leomund's Secure Shelter. However the cleric sleep on his own in a rented house in Rastor - IMC Rastor is an old dwarven village of about 50 houses with about 25% of them empty as when the dwarves were killed 100? years ago the place became a ghost town as it was used as a place for traders and other non-dwarf professionals to live that the dwarves built (mostly) therefore the housesd a simple, but strong, being wooden, with slate roofs, etc.

So I think the cleric would be a good place to start, as he has an ok chance of survival (50%, as in opposed to an 85% chance of death either wizard has). However if the party is in the tavern, Victor may want to take one of them down first, start with the easy ones hoping the cleric won't be smart enough to move out of his insecure hovel ;) And considering the other things that have been going on at the tavern (I had a Drugged serving woman try to addict the party with tannbrosh for Tal, and the party was able to figure out one of them had been poisoned, but assumed it was the cook, but never proved anything, giving up once it stopped, and now eat trail rations all the time)

<< 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. 7.31l
Copyright ©1999-2003 ezboard, Inc.