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Lunus Quelnegarde
Memunite
(10/25/03 10:03 pm)
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Questions: fire node exits, and fire gem
Greetings to you all. I am just winding up to the "Final Conflict" in my RTEE game after a year and a half of pretty steady play. I hope to add some insight to the forum once I have finished it all. I know I've made many valuable mistakes worth sharing. However, before I can continue I have two questions. Both are about the Fire Node. I'm sure both are answered somewhere in the book, so I apologize for asking about things I should know.

First, I have looked all over the descriptions and inventories of the residents of the fire node. I must not have looked hard enough, because for the life of me, I *cannot* find where the Fire gem is. I know the cornugon has "the three remaining elemental power gems" which I assume means the Earth, Air and Water gems.

Where is the Fire gem? I can only assume it is in the Orb of Oblivion that Maliskra holds.

The second Fire Node question is... how do you leave? Someone with the Orb of Oblivion (or the OoSD) with the Fire Gem inset can leave from anywhere within. Can anyone else leave? Can anyone leave with the OoO wielder?

If only a Plane Shift spell or the Fire Gem are the ways out, isn't this too perfect a trap? My party just advanced into the Node. Lareth escaped into it ahead of them to warn Maliskra and Imix. The Second is dead, and Lareth knows this. The hour draws near for the Temple to fall. I'm thinking, if Maliskra, Lareth and Imix use the Gem to return to the Recovered Temple, they would be trapping the party within the node.

In the meantime they could try a 25% chance at releasing Tharizdun. Though if they are without the Fire Gem, the party is essentially trapped, and the evil trio may not have to rush.

If *only* the Orb holder can leave the node, Maliskra could give it to Imix. Imix alone could complete the ritual with a 25% chance. He could blow the horn, be present, and place the orb in the rift all by his lonesome. And that all leads to a 25% chance of Big T getting out.

I know they wouldn't try those odds unless they *had* to. But if the party isn't conveniently trapped in a pocket plane, things are looking pretty grim. Only Imix stands a chance to defeat them martially. Even then, it looks grim.

I was under the assumption that a similar "plane shift circle" existed in Area 1 of the Fire Node, and anyone could travel freely in between the two. When I read the descriptions in preparation of the next session, I found there was nearly no way out.

I'm sure that I am just too tired and missing something. There must be more than just the Gem way out.

Anyways, thanks in advance. I have a more stirring question for you. I was going to add it to this post, but it became far too long.

-LQ

arcane12
Memunite
(10/27/03 11:30 am)
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Re: Questions: fire node exits, and fire gem
at the start of the chapter there is a breif description of the recovered temple etc, and a paragraph detailing the current situation.

In that parargraph there is a single line saying that the fire gem is in the OoO. As to exits... I will have to read more (not up to that part yet ;) )

Lunus Quelnegarde
Memunite
(10/27/03 11:13 pm)
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Re: Questions: fire node exits, and fire gem
Ahh... Ok, thanks Arcane.

As for exiting the fire node, this is how I am going to play it.

There is no way out of the node other than having a fire gem inset in one of the orbs, or some spell like plane shift.

So...

To date, the Cultists were very close to obtaining the Air Binder and releasing Yancy. They have cleared the Air node gate (it is hidden behind one of the seconds permanent image walls) but lack the air power gem. Thinking that it is lost... wherever, Imix and co decide to leave with the orb and fire gem. Thus they believe they have trapped the party within the fire node. Now they can take their time and wait for the air binder to arrive (it's been found... somewhere in the Hellfurnaces, it's just on the way). The evil trio holes up in the greater temple... just in case. Also they find an irate Chymon looking for revenge (this will make it tougher for the party once they get there... but not impossible.)

Meanwhile: the party scoures the fire node. I'm not sure how long it will take them to realize they are trapped there taking 1 fire dmg a minute. Anyways, eventually they come across the Glabrezu and one way or another get the 3 gems. They must then figure out that they can teleport to the air node, *then* use the elemental air gem in the OoSD to warp out. Kinda a puzzle.

In this time I'm sure they'll use scrying on Lareth to see where he is at. They'll see he is in the ritual room (they now how it works) with the OoO. I just *hope* they watch long enough to realize Lareth isn't actually performing the ritual, but instead appears to be waiting for something, or someone. Chymon will be there, albiet invisible... but Imix will be out "scouting"

My party knows Imix has something to do with this all, but I doubt they expect to actually meet or fight him. They joke about it, but I'm pretty sure it will be one of those "o...m...g..." moments us DMs live for.

Actually I'll bet they will come up to Imix's *throne* in the fire node, read the writing on the wall "Here is Imix, Prince of Fire" with their helm of comprehending languages... and they'll assume that the vacated throne is some sort of altar that houses Imix's spirit. Hehehe.

On the throne I plan to put Imix's binder. It's completely powerless right now, but if Imix is defeated he will be drawn back into it. I can use it to spin future adventures.

Infiniti2000
Cherub
(10/28/03 6:50 am)
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ezSupporter
Re: Questions: fire node exits, and fire gem
The problem I have with that is that the cultists should recognize the power of the party. They will know that surely the party possesses the capability to plane shift. They would never think the party is trapped there.

Lunus Quelnegarde
Memunite
(10/28/03 12:05 pm)
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Re: Questions: fire node exits, and fire gem
But the party can't plane shift.

I will attempt to play the enemies cautious though. This is why they are on red alert in the greater temple. As soon as Maliskra feels the OoSD move back onto the prime material plane they'll call for Imix and start readying their defense. Lareth could put a wall of force of two right behind the curtians. That will get rid of the party's disintegrates.

No, I thought the wizard of the group would try to learn plane shift when they found out about the nodes... but he was confident that it was a fairly useless spell.

Not only that, but one of their allies is trapped in Hades, and they could use the spell to help him too.

Oh well... you know players. Never doing what you think is right, yet somehow getting the job done anyways :P

arcane12
Memunite
(10/28/03 1:40 pm)
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Re: Questions: fire node exits, and fire gem
that sounds like a viable plan :) I think it sound like a great idea to have one of the other nodes tunnelled out but not active (can't find the gem), so the party has ways to get back if they don't have plan(e) shift (5th level cleric spell by the way too...). Because they end up 5-500 miles off, destination wise, they may not be going straight back in...

A word about using the orb to escape out of a node - it takes everyone within 50ft, so if used in combat Imix, party, et al will probably be 'ported.

Infiniti2000
Cherub
(10/28/03 2:05 pm)
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ezSupporter
Re: Questions: fire node exits, and fire gem
If the party has a cleric of 9th caster level or higher, they have plane shift. If there is no cleric of that high level, then your group must have had a real tough time! :)

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