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Heathen: entering the temple fortress in disguise

pemerton

Legend
In my D&D session on the weekend, the PCs finally entered the temple fortress described in the Heathen module (from Dungeon 155, the first (and free) 4e issue).

They have been fighting the hobgoblins and Bane-ites on-and-off for the whole campaign, and have known for several levels that there is a fortress in the mountains. But not until this most recent session did they actually make their way there.

The details of my camaign are somewhat different from the published module (apart from anything else, I've mixed in most of B10 Night's Dark Terror and H2 Thunderspire Labyrinth, and also bits of Speaker in Dreams). But the army encampment was much as the module describes it - an encampent of 500 or more, doing army things (eating, sleeping, drilling etc), and with a stairway up to a temple which is where the leader of the army, a fallen paladin, is to be found.

Now my PCs are 15th level (compared to the 5th or 6th level PCs that the module anticipates), and so I had expected that they might just try and fight their way through the army to the temple. But instead they decided to use deception. The wizard PC had memorised Disguise Self for this purpose, and he also got around to filling one of his 15th levvel ritual slots, deciding that the Seeming ritual (from the Eberron book) seemed like a suitable choice.

The wizard Disguised himself as Paldemar, an evil wizard who had been a leader of/advisor to the army, and whom the PCs had recently killed, but who the army (as best they knew) didn't yet know was dead. He flew on the wizard's Flying Carpet (which the PCs had recovered from the wizard's tower after killing him) at the back of the procession.

The dwarf fighter had his hands loosely tied together with some copper wire that one of the PCs was carrying, and the Seeming turned that into shackles, with a chain being held by the party paladin, who Seemed to be a heavily armed-and-armoured wererat enforcer.

The other two PCs - a drow sorcerer and elf ranger-cleric - were changed to appear like wererat thugs. (The PCs had already learned that the wizard and his accomplices were using wererats as agents in the nearest large town south of the fortress.)

With the disguises established, the actual process of making their way across the encampment played out as a skill challenge - or, in fact, the final 4-check leg of a longer challenge (which involved other elements of navigating through the mountains), in which they had already accrued 8 successes and 1 failure.

The sorcerer started with a Streetwise check (aided by the paladin) to try and choose a sutiable route through the tents etc where they would not be hassled or crowded (which could reveal their illusion). Unfortunately this failed, so just as they entered the tents in what seemed to be a low density area, a hobgoblin squad marched in front of them from behind a couple of tents. The quick-thinking paladin player responded by immediately barking orders at the hobgoblins, telling them to "Clear a path so that Paldamar can take his prisoner to the temple for interrogation" - and a successful Intimidate check resulted in a success.

As the procession moved through the encampment with the hobgoblin squad clearing a path, Bane-ite thugs who recognised the dwarf prisoner started approaching to throw mud and refuse at him. Not wanting any filth to reveal the illusion (eg by clinging to the fighter's halberd, which the illusion had rendered invisible), the wizard quickly cast them away with a Twist of Space, making sure that the rabble didn't further impede the procession's passage. (This also reinforced an Intimdate check from the sorcerer reiterating the need for unimpeded passage.)

Finally, the procession got to the foot of the temple stairs, where the two Bane-ite wardens asked for the password - which the PCs (and players) did not know. The paladin suggested Diplomatically that it would be sensible for everyone to let Paldemar through, so that he could deposit his prisoner and then rest, and the wardens agreed - and reiterated that all it would take was the password!

And then two actions happened simultaneously (the two players speaking over the top of one another): the dwarf "prisoner" made a break for freedom, charging one of the wardens and knocking him down and unconscious (a Bull Rush assisted by Rushing Cleats and, given the difference in capcity between the PC and the warden as well as the not-yet-in-combat mechanical context, one that I was happy to let knock the NPC unconscious as well as aside); and the wizard used Charm of the Dark Dream, possessing the warden (determined by a random roll to be the unconscious one, given the two PCs acted simultaneously) and hoping to quickly learn the password by reading his mind (a DC 30 Arcana check).

The ranger-cleric tried to do something at this point (Intimidate, maybe?) but failed the check, distracted by the fact that "Paldemar" had vanished. But he quickly reappeared - the Arcana check failed. The player had spent an Action Point to make sure that his spell hit its target: he gets +3 from Action Surge and the best of two rolls from his paragon path, and being a generous GM I let him have two rolls for his Arcana check also. He rolled a 4 and a 7, which with a +19 bonus was not enough, so he left the body of the unconscious warden without having learned the password.

But the sorcerer made a DC 30 Bluff check and led the paladin to grab the Dwarf (one on each side) and drag him up the stairs, while yelling "This is a dangerous prisoner, and we need to get him inside!" The wizard cast Glorious Presence (? 13th level Encounter power from Heroes of the Feywild) to push back the awed wardens and hobgoblin soldiers. In the circumstances, this was enough for the PCs to get inside the temple fortress while the NPCs dithered in confusion and dissaray.

In skill challenge terms, the inability to provide the password was a failed final check - leading to 3 failures - but with some mitigation of the failure by the quick thinking of the players (and their PCs) to somewhat cover for their inability to work around the password. That is, they successfully made it into the temple, but with their deceit likely to be discovered in short order, when the unconscious warden recovered consciousness and was able to report (1) that the dwarf who charged him felt like he was under an illusion concealing helmet, weapons etc, and (2) that someone/thing had temporarily possessed him and tried to read his mind.

The first thing the PCs did was to bar the temple doors, so that the NPCs wouldn't easily be able to follow them once they worked out what had happened. They then moved through the temple, the paladin breaking open the Arcane Locked doors, and the wizard blasting open the secret door with a Thunderwave. I cut out all the time-wasting parts of the temple that the module as publihsed contains, and the session ended as we commenced the big showdown at the heart of the temple (which I have somewhat levelled up from the description in the module, including placing a couple of NPCs who escaped from the last big fight with the hobgoblins).
 

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S'mon

Legend
(spoilers)

I had a great time running Heathen; my PCs used Diplomacy in the Naarashite camp, pretending to be emissaries from a local potentate, Boris the Bandit King of Llorkh. With a high-Bluff Bard in the group that worked very well, but they were being escorted up the steps to the temple when Dajani the Tiefling Darkblade (who had survived his fight with them - he is almost unkillable, as written) ran out of the camp yelling "Heathens! Get them!". The PCs did just as the module anticipates, running into the Temple and barring the doors.

I used 3D terrain for the final conflict in the Inner Temple, which worked excellently:
Loudwater: Pillars of Night - The Death of Naarash

PCs face Jaryn's elite guards on the Outer Steps:
AkbqUetCQAAOY4k.jpg


The demon Naarash, about to put a massive fist through the chest of Esme, the redhead bard girl in the pic:
AkcBDK0CEAIYyI7.jpg
 

S'mon

Legend
I cut out all the time-wasting parts of the temple that the module as publihsed contains...

I wanted to keep the temple feeling fairly expansive, so I kept the battle with the ancient automata, but I had the room with the zombie giants' obviously warded against ingress, and a big KEEP OUT!!! sign in goblin & common on it. Luckily for the PCs they were smart, and worked out that it was a good idea not to go in there - I find a common source of TPK in 4e is an attempt to 'XP farm' or 'clear the level', resulting in party running out of healing surges before the climactic battle. Instead they located the entrance to the inner temple and it made for a fine, 2+-hour climactic showdown.
 

pemerton

Legend
[MENTION=463]S'mon[/MENTION], cool stuff.

The attached photo is barely legible, but will give you some idea of my much less hi-tech approach to battlemaps and tokens - and indicates where our session finished off.

The closest red, white and blue tall-ish tokens are three of the PCs - the ranger-cleric, wizard and paladin - near the doorway into the main hall of the temple, having been pushed from the entranceway by the chaos sorcerer's roll of a 1 on an attack. The wizard is still blinded from the Glyph of Warding they triggered opening the doors, and is therefore hovering up high on the Carpet of Flying. (I can't quite recall how Heathen sets it up as written, but I put the temple behind double doors in that curving corridor rather than a secret door - so they could find it easily - and put the Glyph of Warding on the doors - they looked for magical wards but failed their check. I also have the stairs going down rather than up, because I have the temple being a minotaur temple to Torog, and earlier on the player of the wizard hypothesised that, in a temple to Torog, you find what you're looking for by going down, and I liked that!)

The red token near them is a skeletal tomb guardian. The blue token behind it, in the corner of the difficult terrain, is a hobgoblin trapper (modelled on the MM2 human hunter).

The yellow token on the right is the dwarf fighter surrounded by a hobgoblin captain (flat blue), bugbear assassin (flat green, levelled up from the Dragon Annual) and minotaur mummy (flat black, from Open Grave) that have surrounded him following Come and Get It.

The tall black token behind them (and against the wall of the fountain shrine on the right side of the hall) is the drow sorcerer, about to undertake the first performance of the drow vortex of death - it starts with a Cloud of Darknes, and then I think it goes Cyclonic Vortex to pull them all in, then Flame Spiral (using an action point), then Flurry of Blows (he is a multi-class monk) to stop two targets from shifting away, to encourage them to take the zone damage from Flame Spiral - and if they try to move rather than shift, he has a melee basic attack that he will make with his Wyrmtooth Dagger.

You can't see Jaryn down the far end - he is a flat white token - but the visible coloured token down there is a Chained Cambion (Naarash is a devil, not a demon, as I'm running it). All in all I think it will be a fairly dramatic fight (especially because I have a bit more stuff planned than the module provides for).
 

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S'mon

Legend
I decided I wasn't going to worry overmuch about the Devil/Demon distinction, especially since they made 4e succubi into devils! So Naarash being a demon didn't bother me too much.

I think you were right to make the entrance into the inner temple not a secret door; having it be a secret door caused some trouble IMC and the description didn't make much sense or work well.

OTOH the ascending steps worked great; descending steps are good too, but give the attacker a psychological and physical advantage; with ascending steps there was a great feeling of having to fight their way up the steps, hounded by Jaryn's personal guard - who are not very tough as written, but I played them tactically* extra-mean for a good fight; the hobgoblin warcaster spent several rounds laying the smackdown while on 5 hp!

*I'm not one of those GMs who has trouble matching his players tactically. Controlling every monster is a huge advantage, if I played them as a group-mind set on TPKing the PCs it would be very easy to do so. Instead I play them realistically, so PCs have a fighting chance.
 

pemerton

Legend
I decided I wasn't going to worry overmuch about the Devil/Demon distinction, especially since they made 4e succubi into devils! So Naarash being a demon didn't bother me too much.
For my game the distinction is quite important, because I have a chaos sorcerer/demonskin adept, and there has already been a plot thread about him being tempted by an imp to gain greater control over the chaos.

OTOH the ascending steps worked great; descending steps are good too, but give the attacker a psychological and physical advantage; with ascending steps there was a great feeling of having to fight their way up the steps, hounded by Jaryn's personal guard
Interesting. I didn't think this through tactically, only in the story terms I described above.

But you are certainly right about the dynamics of descending steps - the fighter got into his Come and Get It position by jumping from the top of the stairs over the top of the hobgoblin captain to his desired position.

I'm not one of those GMs who has trouble matching his players tactically.
I think I'm not too bad as a tactical player, but certainly am outmatched by the brains trust of my players. To push them hard I rely upon bringing more grunt to the table.
 

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