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RttToEE: The moathouse cultists escape! Now what?
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<blockquote data-quote="HeapThaumaturgist" data-source="post: 2422054" data-attributes="member: 12332"><p>Well, none of our groups really got nuked by the moathouse folks. What happened twice with us was the group decided to stay in the abandoned tower and woke up to find the cultists had reenforced the moathouse and it needed to be assaulted. Then the town-cultists arrived with re-enforcements from the ToAC with overwhelming force, took the items, and left the party to be killed.</p><p></p><p>With the party getting wiped out without defeating the forces in the Moathouse, and those forces most likely soon leaving with the items in tow, you'll need to create some extra encounters to get them the XP they need to level up some. If they're 4th level and run off to the CRM, they'll get dead real real quick. Setting the plotline up to be a series of TPKs for the party won't be much fun.</p><p></p><p>If I recall correctly, the book says that if the cultists pull out with the wagon, they'll leave a "surprise" for anybody that comes looking later, in the form of a Grick. I'd say a Grick + Undead + Geynor's journal getting "lost" on the way out should get things back on track. </p><p></p><p>One of my parties actually re-captured the moathouse items by making a dash for Verbobonc ... closer and smoother than the path to the CRM. Knowing the town the wagon came from (from the journal in the Mill) they were able to use quite a bit of party funds to buy a scroll of Teleport Via Plants and then port themselves to a ridge outside of town. They laid in wait for the wagon, and then struck from hiding (just got 5th level) with Fireball + Entangle + Silence + Angry Barbarians ... wasn't pretty at all. Wholesale slaughter. Really perked up the player's spirits.</p><p></p><p>--fje</p></blockquote><p></p>
[QUOTE="HeapThaumaturgist, post: 2422054, member: 12332"] Well, none of our groups really got nuked by the moathouse folks. What happened twice with us was the group decided to stay in the abandoned tower and woke up to find the cultists had reenforced the moathouse and it needed to be assaulted. Then the town-cultists arrived with re-enforcements from the ToAC with overwhelming force, took the items, and left the party to be killed. With the party getting wiped out without defeating the forces in the Moathouse, and those forces most likely soon leaving with the items in tow, you'll need to create some extra encounters to get them the XP they need to level up some. If they're 4th level and run off to the CRM, they'll get dead real real quick. Setting the plotline up to be a series of TPKs for the party won't be much fun. If I recall correctly, the book says that if the cultists pull out with the wagon, they'll leave a "surprise" for anybody that comes looking later, in the form of a Grick. I'd say a Grick + Undead + Geynor's journal getting "lost" on the way out should get things back on track. One of my parties actually re-captured the moathouse items by making a dash for Verbobonc ... closer and smoother than the path to the CRM. Knowing the town the wagon came from (from the journal in the Mill) they were able to use quite a bit of party funds to buy a scroll of Teleport Via Plants and then port themselves to a ridge outside of town. They laid in wait for the wagon, and then struck from hiding (just got 5th level) with Fireball + Entangle + Silence + Angry Barbarians ... wasn't pretty at all. Wholesale slaughter. Really perked up the player's spirits. --fje [/QUOTE]
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RttToEE: The moathouse cultists escape! Now what?
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