P.S.- Deepcut, who is the blonde girl in your icon? A runner of some kind? Just curious. She looks familiar.
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Evilopolous |
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That's an interesting way to do it, Seppuku. At the moment, I have a "Buff Sheet" that includes several blank lines under each spell level. As
the PC's get buffs put on them by their fellow adventurers or themselves, they just right down on one line under the correct spell level the specific buff
and what it gives them. That way, they have all of their buffs written out upon the "Buff Sheet," and all of their buffs are written in descending
order for dispelling purposes (heh).
P.S.- Deepcut, who is the blonde girl in your icon? A runner of some kind? Just curious. She looks familiar. |
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Deepcut |
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She is one of the 9! The 9 I tell you! Corrupted by the one Pom Pom of Power that was forged in Mt Doom to bind all other Pom Poms under its rule. Er, I dare
you to pick out which one of the Nazgul she is! If only the Nazgul were selected from the UCLA cheerleading/dance squad, LoTR would have been quite a different
story!
"...In ancient times, hundreds of years before the dawn of history, an ancient race of people... the Druids. No one knows who they were or what they were doing... "
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Evilopolous |
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LMAO!!! Hilarity...
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Evilopolous |
Session 4: Eralion's Keep and Girbolg the Terrible... | ||
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We had a great session tonight! Here's the summary:
First off, the PC's had some cleaning up to do. Last session, they defeated the Keep and all of the orcs within. They took all of their carcasses and piled them up outside on the palisade. Then they went exploring. They first investigated St. Cuthbert's chapel, and upon finding it desecrated, the dwarf cleric consecrated the place and the two dwarves managed to at least clean up all of the orc bile and feces littering the walls and floors. Meanwhile, Tobias the rogue and Kaidoh the fighter investigated the northeast tower, and to their surprise found three spiders waiting inside! The battle was quick and not too threatening. The spiders shimmied outside with great speed and climbed the walls of the keep, firing webs at the nearby melee for a quick, noon-time snack. However, the PC's were quicker, and with a flurry of arrows and crossbow bolts, they took the spiders down in a few rounds. And then they found the trapdoor in the southwest tower. They started getting pretty creeped out (the music I was playing was EVIL...lol). After taking a long time deliberating about what to do, they decided to leave the keep and go back to town and gear up before heading down that hole. In town, we had quite an amusing time. The PC's gathered information, sold and bought gear, and got into a few hilarious situations with the townsfolk. Then they went back to the keep, and descended into Eralion's lair. The zombie room got them pretty spooked. I started passing notes telling them to make Fortitude saves, and they started giving each other the "oh no" look. Then, one of them spotted a large cockroach creeping its way across the room's floor. It stopped over the secret trapdoor leading further down (into Eralion's crypt), and began walking along the secret door's outer edge, for they had accidently passed over it and didn't find it in a Search check (which also added to the scare factor). The dwarf cleric Balin decided to hit one of the "unmoving suits of armor" circling the room, and to his surprise, it reached back out and attacked him! In no time at all, three of the PC's in the room were suddenly surrounded by the walking dead, and a deadly battle ensued. Drogo the druid, who was still up a level higher, sic'ed Chopper his wolf companion down the hole, who started tripping zombies in normal MVP fashion. The PC's made quick work of them after discovering the zombies' secret weakness (slashing weapons). Then they opened the crypt below, and their terror got the best of them. For sixty feet below (I made it alot farther down), they could see Eralion's undisturbed crypt. It took them awhile to decide what to do next. The sarcophagi really made them think a den of vampires were below (heh). The druid summoned a hawk and had it swoop down into the crypt to snatch Eralion's staff out of his cold, dead grip (which it did after three attempts...dead man's grip can be a +*$%#). They studied the staff, but didn't figure out what it could really do off the bat. So they started scaling down the rope one at a time, one by one getting "weaker" and "tired" as they did. At last, all of the PC's were in the chamber, and the rogue Tobias luckily spotted a seventh shadow. At this point, the sorcerer quickly began to shine. Hurling two magic missiles at a time, he did some serious damage to Eralion, and the rest of the party quickly figured out that normal weapons couldn't harm him. So the druid (who was holding Valkyria), tossed the sword to Kaidoh the "#%*#%-fighter," and she laid into him pretty hard. Then one last dual magic missile combo ended the poor shadow's unlife. The PC's went back to town, spent some days crafting armor and training their animal companions, sold Eralion's staff, and then headed out in search of Girbolg's lair... And I'll finish my report tomorrow. Time for bed. |
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Deepcut |
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BTW, when you run your encounters in RARE, you should be aware that combatant placement is going to play a big role in outcomes. I just did a combat where the
ranged weapon users were impaired in their ability to hit the party becauee I had a bunch of dire rats on the floor, and the -4 from cover applied. I maybe
should have had the ranged guys firing from cover which was elevated.
"...In ancient times, hundreds of years before the dawn of history, an ancient race of people... the Druids. No one knows who they were or what they were doing... "
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Evilopolous |
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Which combat?
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Evilopolous |
Girbolg SMASH! | ||
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This combat was probably one of the best to happen so far (though they were all great in their own way). The PC's tracked down the fair maiden's
captor to his old, crumbling tower, where they heard the giant trying (very poorly) to play the harp, while the young Arielle sang. After watching them for an
hour in secret, Arielle went over to a nearby pond to get some water while Girbolg went around the back of his tower to take a crap. At the exact moment the
giant began to squeeze one out, the players shouted, "Get him!!!!" LMAO!
Sending their summoned monsters into combat first (all of whom were caught in the giant's huge ass-spray...think "Burning Hands" but with crap), Girbolg found himself surprised, without his weapons, and completely surrounded. Meanwhile, the dwarf monk and sorcerer picked up his mighty club from the front of the tower and threw it out of sight inside. The dire badgers somehow survived the giant's initial attacks, sending them both into a rage, while the pair of wolves did their best to nickle and dime the party's mighty foe. By the time the summoned monsters were slain, the party was upon him, and had done quite a bit of damage to the giant up to this point. The party's fighter landed a couple of powerful blows (she rolled very high three times in a row). But then the giant turned its considerable might upon them, and in one round dropped the fighter to -4 hp (she had 32 max), dropped the druid's animal companion to 2 hp, and halved the dwarf cleric's total hit points. Things weren't looking good. Then the brilliant dwarf monk did the unthinkable. He taunted the giant into overrunning past his companions towards him, and the giant being in a great rage (he failed the opposing roll), he attempted his overrun, drawing two attacks of opportunity that finally took him down. The fight was over. Everyone leaped up from the table and cheered, giving each other high-five's. The PC's all leveled up to 4th level. And that means they are ready for Rappan Athuk. They are all very excited and nervous about entering the dungeon, but before they left for the night, they all expressed that by the end of next session, they wanted a taste of the "unbeatable" dungeong. And a taste they will get... |
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Deepcut |
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SPOILERS
. . . . . . . . It is on the 1st level. The party will learn the meaning of caution in the wilderness, with the ELs being low to mid double digits. Most of these encounters will most likely end up in a PK if not a TPK. The only way to avoid TPKs is for the group to learn to run away fast, while the enemy is still too distracted killing their best buddy. You might have the intelligent adversaries establish domination over the party, then demand that they do some service for their freedom. IE you dont have to kill them. You can just imprison them, and free them later with a suitable geas or obligation. The non-intelligent encounters will play out through their inevitable slaughter.
"...In ancient times, hundreds of years before the dawn of history, an ancient race of people... the Druids. No one knows who they were or what they were doing... "
Last Edited By: Deepcut
03/04/08 10:49:12.
Edited 1 times.
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Frost |
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Deepcut, I finally got around to writing up how I handled Scramge:
http://necromancergames.yuku.com/topic/9306 Frost Offical Killer DM #0076 Praise not the day until evening has come; a women until she is burnt; a sword until it is tried; a maiden until she is married; ice until it has been crossed; beer until it has been drunk. - Viking proverb Dungeon Gear - Gamer Apparel The Dungeoneering Dad - A father on gaming and life Flickr Photos from Frost |
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Evilopolous |
Session 4: Karigror, Crimmor, and the Sunken Graveyard | ||
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First off, I'd like to note that Rebecca (or Kaidoh the human fighter) didn't make this game. When we were out on Saturday night, someone snatched her
debit card and ran up $1200 on it. Asswipes. I'm just copying and pasting the email I sent to her describing the night's session (way too tired to
write right now), so that's why it's addressed to her...
Okay, Rebecca...first things first. As you probably remember, last session everyone got enough experience to level to 4th. I don't know if you've leveled Kaidoh yet, but you need to before next game. You received 2,200 XP from this session, so you should be very close to 5th level like everyone else. Remember, when leveling to 4th, you get an extra +1 to any ability score you want, in addition to the 4th level class abilities of a fighter. You also need to record 294gp that you gained for this session. You actually got a lot more, but I'll explain where that went and why in a moment. Now onto the game session's summary. First, the PC's took Arielle (the farmer Fendrin's daughter) back to town, and the farmer and his daughter both became the group's indentured servants. They bought some mercenaries to guard your group's keep while they are abroad, and they started the clean-up process to make it nice and comfy. But they still need a lot more work on the place. Then, they all went and tracked down Karigror the troll, who had slaughtered an outlying farm's denizens (except the wife). The battle was fierce (they got lucky) and killed him. But without fire, they didn't really have a means to permanently kill him. So they figured out that they could actually drown the troll (which they aren't immune to). That's how they won that. Then they went back to Fairhill and the wife (named Ashlea) also became their indentured servant. So at the moment, you all have 3 merc's, 2 maids, and 1 manual laborer in your service. Then the PC's spoke to Baran, the captain of the guard. They managed to find his severed hand in the troll's cave, along with his family's signet ring. They returned it to him. He was extremely grateful (for once). He then told them the Legend of Rappan Athuk, and offered his assistance to them in any way he could, including helping them to discern false rumors about the dungeon or countryside, and eventually, to serve them if anyone of them became the new king of the land. He then told them that the old kingdom that once stood over these lands collapsed over 500 years ago, and the towns had been bereft of leadership since that time. He finally said he believed that one of the PC's would rise up and take this title, reuniting the lands once again. The PC's then went off to the fishermen's village of Crimmor, next to Lake Crimmormere on the wilderness map (if you remember). The place was a boom-town of sorts, serving as sort of a waystation for adventurers that tried their hand at exploring Rappan Athuk to the north. There was no real presence of a town guard. The place was shady and dangerous. Kind of a "watch your own neck" place. The PC's found a small shack selling maps from previous treks into the dungeon. The proprietor was a blind man named Fenris, who was backed up by a big, barbarian wielding a hammer. The barbarian could not speak, because his tongue had been cut out (heh). The maps ranged in price from 500gp to 5,000gp. All of the maps cost a total of 9,250gp. The party decided that everyone would pretty much throw in all of their treasure to buy these important pieces of information, because that was their next destination. That's how come you didn't get as much money as you were supposed to. The party came to a decision that everyone had to pitch in, and since you weren't there, they made the decision for you. Hope you're not mad about it. The good part is that the group learned alot about the dungeon. The bad part is that the group is very poor and not nearly as equipped as they would be at their level. Oh well. The party learned about 4 different entrances into the dungeon from the maps, including the main 2. They found out that the main entrance into the dungeon is a massive, sunken graveyard, with a mausoleum of green stone and a well that they could go down. They chose the mausoleum. When they got there, the place was very creepy. They found the skeleton key leading into the iron doors of the mausoleum, and after opening it, the 48 green, demonic statues ringing the structure's edge suddenly sprang to life and began attacking them mercilessly. A few of them got paralyzed and dropped, but they managed to finally escape inside the mausoleum, where the gargoyles did not follow. They managed to figure out that if the gargoyles ever touched the earth, they would shatter immediately. And after shattering, the monsters' glaring red eyes would become 2 large rubies that looked like they were worth 500gp EACH! They killed 5 of the monsters before being too overwhelmed. Inside the mausoleum was only one big room measuring 40' x 60'. In the back was a large, stone sarcophagus. They were about to open it, when the rogue (Evan) found out that if they opened it, something would be triggered by it. But he couldn't figure out what exactly. They heard a strange thumping inside, too. So they left it sealed. Evan's rogue also found a secret trap door behind the sarcophagus that led down into the floor. But they didn't open it. The party started getting greedy, especially the dwarves (lol). They tried coming up with a plan to kill every last gargoyle, to try and get the estimated 24,000gp all of their eyes would give them if they were sold. This ended up being a near TPK for the party. Evil's dwarf cleric (Balin) nearly died, as did Evan's rogue and Brian's sorcerer. As they were attacking the gargoyles, unfortunately, a group of 12 ghouls randomly wandered onto the scene, and joined the attack against them! They were able to entangle 9 of them, but 3 broke away and started doing some serious damage. One of them managed to paralyze Roland's dwarf monk, and then tried a coup-de-grace on him. Roland only survived because he rolled a 20 on his Fort save (he had to hit a 19...yikes!). The PC's finally gave up on the gargoyles (it was late). They ran back inside the mausoleum, and ended te session for the night. However, as it stands, when the next game starts, it will only have been a minute or two since that happened. All of the PC's except you will have some dmg on them and will have wasted some of their spell slots. They haven't rested yet. I dolled out XP and that was it. So, the first room and encounter of the mega-dungeon nearly killed them all. LOL. It's only going to get better. Hope you make the next one...THEY NEED YOU!!! I'm sure a bunch of you reading this entry are laughing as hard as I am on the inside. They're certainly in for a surprise!!!! Hahahahahahahahahaa! |
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Deepcut |
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I love the gargoyle loot being used to bring down the party. Please do not be afraid to kill off a few pcs if they decide to do something so idiotic that it
jeopordizes their safety. IE dont just bail them out for irresponsible actions: make them pay. Think about the movie Aliens when the "Company"
employee tries to capture an alien, and becomes a traitor to Segorney Weaver and the Marines. Did he live happily ever after? I dont think so!
"...In ancient times, hundreds of years before the dawn of history, an ancient race of people... the Druids. No one knows who they were or what they were doing... "
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Evilopolous |
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Heh. No punches being pulled here, Deepcut. I'm gonna make sure the gargoyles spring up at the most inconvenient moment possible...all 5 of them. And then
they're gonna rip into 'em where it hurts...
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Evilopolous |
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Soooo...it's been awhile since I've posted. Do not fear, however! We've had two sessions since my last post. I have just been extremely busy with
that thing called LIFE to post about them here. I'll sum up in very short, as I can't recall the details of every game that well anymore.
2 Sessions Ago: The PC's found the Oracle. And the Purple Worm cavern. They were very afraid. Things went well and they were sacrificing items left and right to get as much information about the dungeon as possible. Here are the major things that they discovered: 1. The PC's must destroy three sources of power (i.e. the Temples) if they hope to have any chance at wiping the Great Evil completely from this dungeon. 2. The PC's were given enough hints to figure out that some nice booty could be found in the cavern of the Purple Worms. Based on all of this information, the PC's decided to head first to the big loot in the column of rock. It took them nearly 45 minutes of gameplay to actually find it, and that's only because they had two dwarves in the party to assist. However, 3 of the 6 PC's were hit with the Symbol of Insanity and failed their Will saves, sending them hooting and hollering around the cave like madmen (it was the funniest moment in all of my D&D'ing days that I've ever seen). With some really quick thinking on the dwarf cleric's part, he was able to rope them all in as Purple Worms and Umber Hulks started arriving on the scene. He used copious amounts of Hold Person on them to keep them still, then he tied them up and bound them and ran like hell one at a time to the safety of the southern tunnel. The PC's retired from the dungeon and made their way back to town, where they found a priest of St. Cuthbert who was willing to Heal them...if they undertook a "small" quest for him. He handed them the Elder Dagger (the topaz dagger used as one of the keys to Level 3B: Down the Well) and told them that they needed to find the other two somewhere in the dungeon. A great evil would soon be released upon the world if the PC's did not accomplish this soon (i.e. the Ravager would be turned loose...uh-oh!). As a final note, the PC's were able to get the goodies within the mysterious Arch-mage's tomb: the Staff of Power, the Robes of the Arch-Magi, the Ring of Counterspells, and the big pile of coin. They sold the Staff and Robes for half price to hand out 50,000gp to everyone in the party. Needless to say, they are...well-stocked...now for PC's of only 6th level. Last session: The PC's scouted out Level 4, the Upper Temple of Orcus. They quickly figured out that they were outmatched. But they decided against all odds to assault the Temple anyways! Brave of them, indeed! They made it to the Temple doors, avoided any of the chests, used the Stone Shape spell to turn the stone surrounding the entrance into soft mud, and had their big fighter kick the entire thing down! Lol. It was amazing. I ruled as DM that because they destroyed the "portal" surrounding the door that the Glyph of Warding spell upon it disappeared. I'm not sure if that's correct or not, but I didn't want to waste time flipping through reference books to deduce the answer, so in the name of speed, I rewarded them for their ingenuity. Once I drew the Temple out on the huge battle mat I've got and place all of the appropriate miniatures on the table, the PC's mouths dropped. But they shut them quickly and went straight to work. A well-placed Fireball killed 3 of the acolytes on the first round and wounded 2 of the priests. The human fighter ran in and clobbered 2 of the acolytes with Cleave. Then Zehn reached out with his Ring of Teleport Other and cast the fighter directly into the lava. Uh-oh! Everyone got pretty scared then! Fortunately for her, the dwarf had blew nearly all of his 3rd level slots casting Protection from Energy (fire) upon everyone before hand, as the party thought there would be copious amounts of Fireballs going off on them (lucky bastards). She pulled herself free from the lava without a scratch, but killed all of her protections during the process. The druid immediately saw the great threat Zehn presented and acted quickly. Summoning a Dire Lion, he sent it at him to keep him occupied. Also, the dwarf cleric had his Figurine of the Bronze Griffin activated prior to entering the Temple, so he sic'd his live griffon upon Zehn also. He was flanked and in trouble. So instead of using the Vrock to summon one of his allies, I sent the Vrock immediately into melee to destroy the summoned creatures as quickly as possible. He ripped the Griffon apart in one round. One of the priests near the altar ran up and dispelled the summoned lion soon thereafter, but not before it put a real hurting on Zehn. Meanwhile, in a moment of pure genius, the dwarf monk lobbed a Tanglefoot Bag at the Vrock, who was unfortunately hovering over the lav pit. The Vrock failed his Reflex save and plummeted directly into the lava! It then got hit by another Fireball as it was rising out of the pit along with 2 acolytes and 1 priest. All were killed. By this point the battle started to turn for the PC's. The druid did not stop his assault. He kept summoning lion after lion and dire wolf after dire wolf, doing his best to occupy the high priest and keep that dangerous ring from being used again. Zehn was chased back down the altar and towards the back of the Temple. The fighter, dwarf cleric and dwarf monk were doing their best for the remainder of the fight to destroy the priests and acolytes. The rogue sped across the Temple and tried flanking Zehn with the Dire Lion in an attempt to Sneak attack him. Unfortunately for him, Zehn backed out of the lion's range with his move action and cast Slay Living upon him. The rogue was instantly killed. Things swung back wildly in the Cult's favor. 2 priests ran to aid Zehn and began using their actions to dispel the summoned monsters. Nadroj appeared immediately after. Zehn then used his ring upon the dwarf monk and successfully Teleported him five feet above the lava. However, he made one fatal mistake. The monk had the slow fall ability, and as he sailed down towards a certain fiery doom, I had mistakenly placed him upon the battle grid next to the square lining the pit's wall. Without realizing what this meant, the monk asked if he could stick his legs out and touch the lava pit's walls. I said yes, readying myself to laugh at his feeble attempts at trying to make a Climb check with his feet. But I had forgotten that he purchased Shoes of Spider Climbing before in town. He stuck his foot out and was able to stick to the pit's wall! Lol. I gave him 200 XP for that after the game! Everyone rejoiced when it happened...one of those "Wow" moments you never forget! Then the unthinkable happened. The dwarf cleric saw a priest upon the steps leading over the lava pit. In a brave attempt at heroism, he charged the priest, leapt over the lava onto the staircase and tried to bull rush him into the fire. He failed. Summarily, he fell into the lava himself. And unlike all of his companions, he hadn't cast Protection from Energy (fire) on himself! Yikes! He was dropped to -7 hp. However, he had Die Hard and was still able to be conscious. As he fell directly next to the edge of the fire, the monk ran along the circular interior of the lava pit and grabbed the dwarf out of the lava, saving him from residual damage. The cleric used his next turn to immediately cast Protection from Energy (fire) on himself to prevent further damage. But as they both came out of the pit, an acolyte was waiting for them. The PC's laughed at him as if to say, "Like this wimp is going to do anything to me!" But they were very, very wrong. He cast Deathknell upon the dwarf cleric, who was still down to -7 hp. He died immediately. At this point in the combat, things were really uncertain. The rogue and cleric were completely and utterly dead. The fighter was licking her wounds away from the combat (she got a bad taste of Nadroj's Scorching Rays and Magic Missiles over the past few rounds). The druid was still invisible and so was the sorcerer. The monk was in the middle of wiping out 2 of the last 3 priests and the remaining acolyte. Zehn was still alive, but barely. He only had 11 hp left. He had backed away from the lesser summoned monsters and was about to cast Cure Critical Wounds on himself the following round (or maybe another Teleport Other attempt...I wasn't sure), when the druid wasted his last Summon Monster spell to conjure up a Dire Badger and send it in to rip apart the high priest. It worked. Zehn met his end at the claws and teeth of a damn dire badger (lmao)! But combat was still not over. The party was pretty beat up, down 2 members permanently, and Nadroj was still unscathed. After peering at his remaining spells (there were no attack ones really left), I decided at that moment to have him dematerialize out of combat, sending him to his crypt on one of the other levels. Let the PC's have their victory, I said to myself. The end is near! I had Nadroj report as quickly as possible to Gudmund of the Lower Temple to tell him all about the enemies that had shattered the forces of the Upper Temple. They would be ready when the PC's (or if the PC's) make it there. The PC's made their way quickly back to town with a Teleport scroll, got their party members raised, leveled up from the encounter to 7th level (but possessing 13th level gear), and returned to Consecrate the Temple. As they finished this task, however, a sudden flash entered all of their minds. A great, black, sinister Eye peered out at them through the Void, and a barely audible whisper hissed, "He is coming! I see you!" And that ended the session. The players decided before leaving my home that the next session would be spent speaking to the Oracle about the possible locations of the other two Elder Daggers and gathering as much information about the Lower Temple as possible, as well as the safest routes leading there (as if anything like THAT existed!). They were also interested in more information about the other two entrances (the Well and the Black Fane). So they'd try and gather a little more information about them, too. Then they would make their decision about what to do next upon acquiring as much info as possible. So here's my plan. The way I see it, if I were Orcus, and someone f'ed up one of my sources of power, I would send everything I could to destroy them. So he is ordering Theron, the high priest in the Slave Pits, to watch the PC's with divination spells. And as soon as the time is ripe, Theron must summon the Balor of Rappan Athuk and send it forth to destroy them! What I'm going to do is this...whenever the PC's have neared one of the teleportal gatehouses, the Balor is going to approach (ala the Balrog in the "Lord of the Rings" movie). I'm going to funnel them into the teleportals (as I highly doubt they'd be stupid enough to fight a Balor as soon as they realize what the approaching threat of "fire" and "evil" really is). That way, they're going to be forced to jump a few levels down without any preparation, effectively making them lost in the deeper middle levels. I've changed the teleport locations in both gatehouses in level 3A and level 7, so that they lead to very dangerous parts of the dungeon...and only those places (lol). Then the PC's will spend the next few sessions trying to find a way out. I think it will be very suspenseful, dangerous, and a lot of fun. I'm planning on using the Balor to chase them all throughout this time. They'll lose it for awhile, then it will pick up their trail. Should be tons of fun! Hahahahaha! I am NOT, however, going to have it destroy them, unless they are foolish enough to stand their ground. I'm always going to let them escape...but barely. Afterall, the rest of the dungeon's denizens can do that for him... |
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Evilopolous |
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The gargoyle eyes were sold to a merchant before they reformed. I'm wondering what kind of penalties I could impose upon the group, as the merchant and his
family were certainly killed. Because the nature of the town is very "Nulb-like" (Temple of Elemental Evil), and it's more of an "every man
for himself" kind of mentality, I was thinking that the PC's could get some big penalties to all Charisma based checks made with any merchant. I was
also thinking that every time the PC's try to make a purchase of an item, the item's value increases by 25-50% because of the merchant's
unwillingness to deal with such monsters. I think this would be a good strategy, as the PC's are already very, very, very well-stocked, and this will help
to slow down their treasure progression. Just a thought.
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DracoErroris |
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I like how the consequences of selling the gargoyle's eyes will play into it. How the community reacts I guess would entirely depend on what the community
is like. Unfortunately, I am not too familiar with Nulb outside of what I just read on some game site, but it does sound small enough that an event such as
green gargoyles killing an entire family would impact the community even if it is "every man for himself". My first thoughts on how this impacts the
PCs could be the bad reputation they get. A rumour could easily go around how after the party sold them some items, the family ended up butchered. Curse?
Angered owners reclaiming their property? That'd be what you described, the Charisma penalty and no one wants to pay nearly as much for goods that could
get them killed in horrible ways.
Another take could be also on what happened to the gargoyles after they reformed and ended the merchant. Were they seen? Does the town know it was even a gargoyle incident, or did they find a place to hide on time? Heck, if no other adventurers around killed the gargoyles, once in a while they could pick someone off, causing all kinds of paranoia/hysteria in the town, which may be blamed on the PCs (whom, of course, would have to fix this and realize the green gargoyle error they had made). Pretty sweet game you're holding up there, though. Well done. |
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Evilopolous |
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So, the players have been discussing amongst themselves over the past two weeks about what they should do next, and it sounds like they might be giving the
"mysterious, black fane entrance" a try on Sunday (our next game). Therefore, I've been doing some "light reading" on the Black Fane
and the Bloodways beneath.
Excellent. Excellent, indeed... |
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