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<blockquote data-quote="Greenfield" data-source="post: 5720055" data-attributes="member: 6669384"><p><strong>Follow Up</strong></p><p></p><p>Okay, the questions remain unsettled.</p><p></p><p>The party mounted up and rode off on a side quest, and we spent the entire game session not dealing with the vampire or the Frankenstein monster at all. They never interacted with the dominated Cleric again at all.</p><p></p><p>As a bonus, I think they may have made the goal of their side quest unachievable.</p><p></p><p>They were in a tunnel, a more or less natural cave that lead them a mile down the way and about a quarter mile deep (steep slope) when they ran into the problem they had to solve: I'd used that trick I mentioned elsewhere of placing a <em>Wall of Stone</em> on the Ethereal plane, coinciding with a real world passage. People with Bracers of Armor or <em>Mage Armor </em>spells couldn't pass. Since this was also one of the physical passages to the underworld (Land of the dead), the spirits of the fallen couldn't pass either. That was the problem they'd set out to deal with.</p><p></p><p>All they had to do was push. A DC20 STR check would have done it, since it's merely heavy/massive, not actually anchored to anything.</p><p></p><p>After the party rolled a few 4s and 5s, the Druid had the smart idea of walking over to the side of the tunnel and casting <em>Soften Earth and Stone</em> on the wall. The wall that was helping hold up the ceiling. The one supporting a quarter mile of earth between them and the surface.</p><p></p><p>Dice hit the table to see if there was a cave in, and I stacked the odds in favor of the party. I let them call whether they liked high numbers or low ones, and then I let them call which die was the high one, red or white. </p><p></p><p>Two bad calls on their part and the wall was collapsing and bringing the roof with it. I gave everyone a dice roll to get clear before the ceiling hit them. Now everyone was rolling hot, with 19s and 20s across the board. Except for the Druid, who rolled a 3. Fitting somehow.</p><p></p><p>Note: The Druid's player is normally a *whole* hell of a lot smarter than this. I have no idea what he was thinking would happen.</p><p></p><p>In any case, the party dug like mad to get him out, and were working frantically when he popped out on his own: Wild shape into Giant Badger, with a burrowing speed of 10 per round.</p><p></p><p>In any case, they now have no way to readily reach the spot where the ethereal barrier is placed. They don't have the caster levels anyplace to cast <em>Move Earth</em> or <em>Disintegrate</em>, or even <em>Wall of Stone</em> to shore the thing up while they work on it. They can summon Earth Elementals, but they're hardly around long enough to really do much.</p><p></p><p>Anyway, for the first time in many years, the Halloween special dungeon wasn't finished by Halloween.</p></blockquote><p></p>
[QUOTE="Greenfield, post: 5720055, member: 6669384"] [b]Follow Up[/b] Okay, the questions remain unsettled. The party mounted up and rode off on a side quest, and we spent the entire game session not dealing with the vampire or the Frankenstein monster at all. They never interacted with the dominated Cleric again at all. As a bonus, I think they may have made the goal of their side quest unachievable. They were in a tunnel, a more or less natural cave that lead them a mile down the way and about a quarter mile deep (steep slope) when they ran into the problem they had to solve: I'd used that trick I mentioned elsewhere of placing a [I]Wall of Stone[/I] on the Ethereal plane, coinciding with a real world passage. People with Bracers of Armor or [I]Mage Armor [/I]spells couldn't pass. Since this was also one of the physical passages to the underworld (Land of the dead), the spirits of the fallen couldn't pass either. That was the problem they'd set out to deal with. All they had to do was push. A DC20 STR check would have done it, since it's merely heavy/massive, not actually anchored to anything. After the party rolled a few 4s and 5s, the Druid had the smart idea of walking over to the side of the tunnel and casting [I]Soften Earth and Stone[/I] on the wall. The wall that was helping hold up the ceiling. The one supporting a quarter mile of earth between them and the surface. Dice hit the table to see if there was a cave in, and I stacked the odds in favor of the party. I let them call whether they liked high numbers or low ones, and then I let them call which die was the high one, red or white. Two bad calls on their part and the wall was collapsing and bringing the roof with it. I gave everyone a dice roll to get clear before the ceiling hit them. Now everyone was rolling hot, with 19s and 20s across the board. Except for the Druid, who rolled a 3. Fitting somehow. Note: The Druid's player is normally a *whole* hell of a lot smarter than this. I have no idea what he was thinking would happen. In any case, the party dug like mad to get him out, and were working frantically when he popped out on his own: Wild shape into Giant Badger, with a burrowing speed of 10 per round. In any case, they now have no way to readily reach the spot where the ethereal barrier is placed. They don't have the caster levels anyplace to cast [I]Move Earth[/I] or [I]Disintegrate[/I], or even [I]Wall of Stone[/I] to shore the thing up while they work on it. They can summon Earth Elementals, but they're hardly around long enough to really do much. Anyway, for the first time in many years, the Halloween special dungeon wasn't finished by Halloween. [/QUOTE]
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