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Roland the red
Tolling Bell Cultist
(1/28/04 7:55 am)
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Web Enhancement at the Water Temple
So, long story short:

Players met moolowik and agreed to discuss an alliance with the head priest (I forget his name) of the water temple. They go an meet, and as a "Test of their good Faith" They are to descend into the web enhancement area. I have decided the High priest does not like the Aboleth below, and while he doesn't fear the obvious Kua-Toa advantage, he does fear another Aboleth may ascend to the inner circle...He wishes the party to purge the lower temple. This way the players get to "fight" the water temple critters and still form an alliance.

Anyway, They are to return victorious or not return at all. They agreed.

A couple of mook moppings later, and a stalemate withe an aboleth, the discovered the statue room and WHAP! Insanity spell on the Fighter. Damn near permanent too since they don't have a cleric (well, the have an Evangelist without any spells to cure insanity). Its looking pretty grim. I have awarded "Fate" points that players can use to re-roll or get out of life-or-death situations, and this player has one, although a re-roll on save is likely to fail again. I also award madness for various things, so I was thinking since the character was hit with INsanity, allowing him to trade a fate point for a madness point...they need teh muscle to survive.

What say you oh hivemind?

Cordo Crowfoot
Deathmantle Cultist
(1/28/04 3:25 pm)
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Re: Web Enhancement at the Water Temple
Do they have any way to get out and betray the original contract? If so then I would say stay with the insanity and force them to leave.

Roland the red
Tolling Bell Cultist
(2/4/04 9:00 am)
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Re: Web Enhancement at the Water Temple
Well, a player couldn't make the game, and we only play 2/month so I allowed him to take a "madness" point and in exchange for his "fate" point. He is now Madness 3, which IMC means he must develop a form of insanity thats debilitative in some minor way (and relevant to the circumstances): Fear of water for example.

As a funny side note, the party wizard has a wand of monster summoning...and use it it to summon 1d4+1 celestial dolphins to attack the Aboleth. He used it every round. At first the Aboleth was ok, but it had to fight them (one-hit kills typically) or risk attacks of opportunity. The druid did the same with his spontaneous summoning Nature ally ability, summoning a Giant Crocodile...Pretty funny stuff...they wiped out the Aboleth fairly quickly with this tactic. Is hould mention the illusions worked at first, but once the saves started being made, I ruled that continuing encounters with illusions allowed for a circumstance bonus (roughly +1 per save after the first 2 successful saves) and soon they were effectively "immune" to them (although there were some interesting failures. The wizard and Druid with high will saves fared the best and really saved the day with army of Dolphins and Crocodiles...

I replaced the wraith in the temple-area with a Dread Wraith (but only one...the black sphere didn't summon any other wraiths) and that proved to be quite a challenge, especially when the two whips nearby entered the fray. The PC's moaned and felt a TPK was imminent, but managed to pull it off...Depleted, the wish to rest beyond the Aboleth lair before going deeper. I'll rule no encounters as the kua-toa dig in for the inevitable assault...

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