The Liberation of Tenh (updated April 24)

Awwww yeah. First off, we see there's this "anti-phoenix" (which, by the way, is an outstanding image); then we note he's attended by a couple of vrocks. Instantly we see that there is a motif.

Then, we get the confirmation. Prazrael (aka Pazrael, aka Pazuzu, aka
"Hey there, Liberators, messing with a Demon Prince now, are we?") his own bad self.

Completely slick. And I looooove me some villains with a motif. 'Specially vultures and such. (Heh.)

Prisantha backs away from the struggling marilith, and says, “I wish Panshazek was directly in front of me.” Her spell twists space, and suddenly a desiccated and worm-ridden corpse appears in the air directly in front of her, and then falls to the ground with a wet sticking sound, breaking into several filthy pieces.

5,000 XP well spent!

Right?

Right?
 

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(contact) said:
Do you all remember that in the TOEE2, the PCs first fights were against Prazrael cultists who were there to spy on the Temple?
Obscure memories tell me that someone tried to trick the Prazrael guys into thinking the PCs worked for Iuz. Yup:

from the RttToEE story Two: Into the Moathouse. [...] Ahlana silences the priest, Gnomishic greases the floor, and as the PCs are retreating, sets their foes on fire. Ahlana screams, "This is how we punish those who dare trifle with Iuz!" hoping to confuse the Prazraelians as to who their foe really is.
So, (contact), did the late Ahlana's plan work a little too well? Has Prazrael been hanging out in Dorraka all this time spying on Iuz and waiting for the Heroes of the Temple to show up? :)
 

Joshua Randall said:
So, (contact), did the late Ahlana's plan work a little too well? Has Prazrael been hanging out in Dorraka all this time spying on Iuz and waiting for the Heroes of the Temple to show up? :)

This is called "beating Heydricus' player with his own stick."

I didn't write the Prazraelians into this campaign-- he did! There will be more of this type of stuff revealed very soon, as the campaign begins to bookend and self-refrence.
 

Spatzimaus said:


I'm guessing it was only Limited Wish.
\

Oh yeah. D'urr.

I blame Gwendolyn. A superior line like "I always knew someday you'd be wishing, and I'd still be... limited wishing!" tends to stick in your head and gum up the works.
 

Goodmonth 19, CY 593
61: Shopping and killing both come in sprees.


Cranzer of Riftcrag has had a rough couple of months. Like all the Iuzain rulers of the conquered lands, he enjoyed the heady days after the Greyhawk War and the bounty of gore, plunder and pain that came in its wake. Appointed by the Old One himself as the de-facto uber-boss for all of the Bandit Kingdoms, he found a nearly endless supply of informants willing to keep him informed of the slightest treachery or sedition. His agents were appropriately terrified, the better part of the land’s resources were funneled back to Dorraka, and the people were bled dry. Fear was in its home, and all was well.

But curiously, things got better in the Bandit Kingdoms. Through no fault of his own, the new generation of gang-bosses and guildmasters grew savvy, and learned how to give every appearance of compliance while steadily increasing their own autonomy. Cranzer’s hold on the region began to slip, and as pressure mounted from the Throne of Skulls, he soon found himself promising results he could not deliver. The fiasco with the Bleeding Stone was the final straw, and in Aletha’s eyes he read a grim promise: “The next time you fail, the Boneheart acquires an opening.”

She never would have dared torture him had his renders been there.

-----

Despite the warm midday sun, the streets of Riftcrag are strangely deserted. No face peers out from a window, no elders congregate on their stoops. There is no traffic of any kind, save for the Lord’s procession.

Cranzer is seen through Prisantha’s crystal ball to be a sturdy and short man, altogether too hairy to be fully human, but not feral enough to be named a beast. His eyes dart fearfully from side to side behind a mask of disdainful arrogance.

He is walking along one of Riftcrag’s main thoroughfares with his retinue in tow. A pair of hulking half-ogres dressed to the nines in fashionable adventuring gear (replete with plate armor and greatswords) move ahead of him, peering into alleyways and around corners. At his right-hand is a demonic orc wearing the vestments of Iuz’ clergy—grey-green scales speckle his fecal-hued skin, and a pair of large, vestigial tusks jut from his cheeks, curving around behind his head. The orc is jostled from time to time by one of a quartet of grey renders that follow Cranzer placidly and occasionally shuffle close to sniff at him. Cranzer has a market-day bushel in his well-manicured hands, and as he walks he plucks a ripe summer fruit from the basket and bites into it greedily, sucking at the juice like a vampire at his first debutante’s ball.

As the Liberators materialize around him in the empty street, Cranzer is suddenly seized by a spell-effect, and his form shivers for a moment, then transitions into an otherworldly state. The newly translucent wizard looks around himself, utterly surprised by the adventurers appearing in his midst.

As quickly as he materializes, Lucius is gone again, using the distraction and chaos of the fight’s opening moments to hide within a nearby opening. Regda appears with an arrow strung to her bow, and after taking a quick appraisal of her available targets, she buries her shaft into the orc.

In response, the fiendish orc gives her a feint, and then leaps around a corner, disappearing into the shadows. Lucius is not fooled, however, and tracks the creature with his eyes. The orc, confident in his skills, does not notice the hidden rogue watching his every move.

Heydricus leaps at Cranzer, but his blows whir through the air, passing harmlessly through the ghostly form of the mage. “Dispel Cranzer, and he’s dead!” he yells to his spellcasting companions.

Prisantha uses a mislead spell to distract the corporeal bodyguards surrounding her target, then utters a quickened suggestion; “You negotiate a deal, or you die.”

“You can’t make a threat and a suggestion at the same time!” Heydricus complains.

“Mind your business,” Pris says. “Do I tell you how to swing your sword?”

Cranzer’s only response is to point his finger and send a thin, grey ray beaming into the center of Heydricus’ chest, just before he goes invisible.

“See?” Heydricus says, as he ignores the ray.

“You dare assault Cranzer the Magnificent!” A thin, reedy voice emerges from the thin air. “Half-witted cretins! Do you not know who I am? You shall suffer the torments of the Abyss at my hands—you will beg me for death before the sun goes down.”

“I’m already begging you to shut the f-ck up!” Heydricus yells.

Dabus calls upon a holy smite, burning skin off the flesh of the renders and half-ogres, and filling their eyes with a celestial light.

Jespo sends a chained Tasha’s hideous laughter through the blinded bodyguards, and in an instant, all four renders and one of the half-ogres has begun to titter and giggle. The renders shake their ponderous heads from side to side, and exhale air in a low whistle through the gill-like nostrils running along their topsides. The half-ogre chuckles, then begins to slap his knee, his eyes watering. Get it? The third one ducks.

“Great job, Crim!” Heydricus yells as his blade whistles through Cranzer twice, and catches the ghost-like mage once, drawing translucent blood into the air, where it pools out, as if underwater.

Lucius fires three arrows from point-blank range into the hidden orcish cleric; whomp, thunt, pak, and the orc’s eyes begin to glaze over. The foul priest frantically finishes a spell, placing a field of silence directly in between Heydricus and the illusionary Prisantha, and backing away from the deadly assassin.

Of course, he backs away into Regda’s reach, and after a crushing overhand blow from her greatsword, lies still.

The real Prisantha is well outside of the silenced area, and sends a horrid wilting arcing through the fight, instantly turning all four grey renders into something resembling Large-sized prunes, and killing the laughing half-ogre as well.

Gwendolyn points her finger at the remaining half-ogre, and snuffs his life out in an instant. Or at least, he topples over and falls face-first into the dirt with a sound that a plate-armored sack of tubers might make if it were casually tossed off the turnip truck. I think they call that dead in Riftcrag.

Dabus concentrates on Tritherion’s righteous might and grows to the size of the dead render-prunes, then steps forward to menace the ghostly Cranzer, his steely gaze telling the mage that, you know and I know that ‘fifty-percent’ means half of them will hit.

And half of them is more than enough, as it turns out. In a matter of seconds, the largest difficulty facing the Liberators of Tenh is “how the hell do we get to the etheric plane to loot Cranzer’s body”?

-----

Aside: Perhaps an observant player can read the look of horror on a DMs face when his fearsome encounters are blithely brushed aside. Perhaps this, in itself, should be a form of foreshadowing for those who understand The Way Things Work Here in Wonderville.
 
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As a partial contributor to the stats and tactics for Cranzer, let me just say that this is completely unacceptable. :mad: I refuse to sit idly by while the smug PCs slaughter the carefully crafted villain NPCs. From now on, the following changes are in effect.
  • Each classed NPC's abilities will be purchased with double the usual points; i.e., a 64 point buy.
  • A minimum of three templates will be applied to each villain.
  • The DMG's recommended wealth for each NPC shall be quadrupled. However, all such wealth shall exist as items that only the villains can use (1E Drow style).
  • NPCs shall receive a +5 fudge bonus to all their rolls.
Darned uppity players. Next thing you know they'll be wanting to keep gaining levels after 20th.
 

(contact) said:
Goodmonth 19, CY 593
61: Shopping and killing both come in sprees.

Aside: Perhaps an observant player can read the look of horror on a DMs face when his fearsome encounters are blithely brushed aside. Perhaps this, in itself, should be a form of foreshadowing for those who understand The Way Things Work Here in Wonderville.

I am curious as to why you feel these encounters have gone so horribly wrong with regards to the villians not putting up much of a fight. Have you simply been underestimating their effectiveness? Is there some sort of synergy kicking in especially with the new batch of cohorts?

Particularly at high levels it is definitely difficult to pick a balance, since things are so much more lethal, the margin between a cake-walk and a TPK can be fairly narrow. As there is not the time to regroup or turn the tables if one side is at some sort of disadvantage.
 

Rackhir said:
I am curious as to why you feel these encounters have gone so horribly wrong with regards to the villians not putting up much of a fight.

I don't actually feel that way. This is just a literary conciet-- a homage to the same passage in the TOEE2 game (DMed by Heydricus' player) that presaged a similar event/series of events.

So it's kind of a backwards-refrencing foreshadowing smart-assed thing to say.

Kind of an insult before injury thing.
 

As they travel to the Temple of Fungal Evil (magic-resistant DC 19 Jock Itch! Where’s my lucky dice?), the party spots a pair of trolls investigating the ruined access doors. Anton, reveling in his new-found power, traps the beasts up to their waists in a rock to mud, and after a suggestion by Pris that the trolls should touch their toes, followed by a quick dispel magic, the mighty trolls become just another speed bump.

Aside: Perhaps an observant player can read the look of horror on a DMs face when his fearsome encounters are blithely brushed aside. Perhaps this, itself, should be a form of foreshadowing for those who understand The Way Things Work Here in Wonderville.

ooh...
The charmed rogue turns out to be a vile assassin, and crowingly admits to being hired by none other than Zinvellon himself to kill the party. The rogue tells the PCs that Zinvellon really “has a cobb up his ass for you guys”, and had attached this assassin to an Alu-Fiend sorceress by the name of Anna, with the explicit instructions to find and terminate the PCs with extreme prejudice.

i love that line...

and finally....

The first order of business once the Temple is put behind them is to kill the assassin. Augustin relishes the duty, and our band of heroes make short work of the villain. Hey, maybe we can fight 12th level monsters after all.

or maybe not...
 

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