
Cab
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Rahasia at Masters level?Considering adapting Rahasia for play with five characters, 28th to 30th level. Going to need quite a makeover I think.
Opinions? Thoughts?
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Rafael
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Noit exactly, but I'll be avidly watching how you're going to do that! :smt001
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Havard
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Re: Rahasia at Masters level? | Cab wrote: | Considering adapting Rahasia for play with five characters, 28th to 30th level. Going to need quite a makeover I think.
Opinions? Thoughts? |
Rahasia would work very well for much higher levels than how it is presented. The Witch Sisters could be turned into some very powerful adversaries indeed.
Where will you set the module?
I always went with the B1-9 setting and placed it within Karameikos on the border of the Radlebb woods, but as someone pointed out, eastern Alfheim works even better. Someone also placed it in Ierendi IIRC.
You might want to consider tying it into the whole Seer and Eye of Traldar mythology, one of my long time pet projects....
Havard
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Cab
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Re: Rahasia at Masters level? | Havard wrote: |
Where will you set the module? |
THAT is a good question. Wendar. Probably. As a side trek in the 'great elven plot'.
Will look up the Seer and eye project
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Cab
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Might just get to start a high level rahasia this evening. Its perfect for such adaptations, all you have to do is change one or two of the bad guys, nothing else. And it fits in nicely with my overall plot
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Havard
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| Cab wrote: | Might just get to start a high level rahasia this evening. Its perfect for such adaptations, all you have to do is change one or two of the bad guys, nothing else. And it fits in nicely with my overall plot  |
Let us know how it goes!
Since you are setting it in Wendar, will Bensarian have any connection to Elyas?
Havard
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Cab
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| Havard wrote: | | Cab wrote: | Might just get to start a high level rahasia this evening. Its perfect for such adaptations, all you have to do is change one or two of the bad guys, nothing else. And it fits in nicely with my overall plot  |
Let us know how it goes!
Since you are setting it in Wendar, will Bensarian have any connection to Elyas?
Havard |
Changed my mind on Wendar, putting it in Vyallia instead. Works better down there for my campaign.
And they didn't quite get onto it. They ummed and ahhed about whether:(a) they should go right ahead and ignore further distractions until representatives of most of Mystaras elven factions come to Magan for their peace talks
(b) rescue the maiden Rahasia, as has been requested of them by Ordana herself, keen to save the fairest of her daughters
(c) go try and kick seven shades out of the Master of Hule, who they now suspect of having masterminded much of what has happened
(d) break in to the chamber of the nucleus of the spheres and try to contact Rad, to ask him whether they can charge up with radiance power and use it to banish the Master
(e) go beg help of Rafiel in the same endeavour
(f) go and find another member of the Botherhood of the Radiance to help them do the same thing, in the hope that they might be up for taking out the Master before he smashes through Darokin aiming squarely at the city of Glantri (although they know they have to do this under the noses of clan Erewan without them finding out).
(g) do something else entirely...
Gosh, but they pontificate sometimes.
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Cab
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Well, so far so good, although it hasn't gone quite as planned.
The Rahib, instead of being a 5th level cleric, was a failed polymath (mystic 36, mage 30, cleric 20, thief 18). Incredibly powerful beast, 350hp, follower of the Master of Hule and wicked beyond measure (but I had envisioned him as being quite personable, socially).
I had expected the PCs to talk to him, reason with him, try to sneak up on him... I positioned him in such a place that he could escape if need be. I didn't see one of the fighters charging straight at him in haste, falling over and breaking through the trapdoor that was the Rahibs main escape route while the party cleric cast dimensional anchor at him, a spell of his own devising that for a short while prevents teleportation (the Rahib rolled one on his saving throw!).
What followed was an epic fight, in which the Rahib eventually died. Took some luck on the part of the party, and of course some skill and sheer determination. One fighter got knocked out at the start, the mage went down, the other fighter got killed early on, the thief mazed, the cleric barely had two hit points to rub together by the end of it... But by completely mobbing the Rahib, with the cleric keeping enough party members standing to finish him, they eventually got the better of him (although not before he had had to cureall himself twice, thus the total damage he took exceeded 600...).
Ultimately all you need to change is a couple of the encounters; the three witches are going to be equivalent to the three crones in Norwold, only all intensely evil, and I'm going to have one as MU36, one as CL36, one as F36.
The acolytes (siswa, low level elves) are more challenging for the PCs just as they are; they turned up expecting a major fight, and its actually really hard to avoid killing them. Some of the other challenges there (teleport traps, old fashioned dungeoneering things) are as challenging to the players now as they always were.
They've just discovered the two surviving prisoners... One of them I've modified to be a high level paladin of Al Kalim. Should prove interesting
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ExTSR
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| Cab wrote: | | What followed was an epic fight, in which the Rahib eventually died. |
Harumph.
Well, okay.
What happened to the body, and who's going to Raise him so he can exact his due revenge?
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Cab
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| ExTSR wrote: | | Cab wrote: | | What followed was an epic fight, in which the Rahib eventually died. |
Harumph.
Well, okay.
What happened to the body, and who's going to Raise him so he can exact his due revenge?
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Sometimes, no matter how well you plan multiple escape routes, a major foe doesn't manage to escape. Luck, good planning by the PCs, it just happens
Still, he's left a pound of his flesh with the Master of Hule, he'll be cloned presently. The body is in the hands of the PCs, they've crammed it feet first into a bag of holding, and the Master will want it back. Means that the PCs are going to have some interesting encounters very soon, that the Master will have to show some of his cards, which is going to be dangerous but it is an appropriate reward for the PCs efforts.
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Cab
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Now THAT was an interesting session.
Mek guard almost pummelled one of the PCs to death as they entered the tower, then the party rescued an enchanter (4th level mage, rather irrelevent to masters level PCs) locked up as a prisoner, discovered the three coffins and decided to come back to them in a little while, struggled against a couple of illusion traps (they'll bother high level PCs just as well as low level ones) and eventually worked out how to get into Elyas's lab. There, Della (Dwarven warrior) worked out that the hat next to the two alcoves must have something to do with the operation of what must clearly be a magical device, put the hat on, and walked in... only to find herself teleported to a chamber with a beautiful elven maid. Said maid tricked her to walk into an alcove, pulled a lever and trapped Della.
Augustus (Mage) frantically got out his crystal ball and discovered that the dwarf was thus trapped. Didn't have much of a choice, he wasn't going to leave his long time friend in there, so he cast immunity and teleport any object to join Della in that room (but not behind the bars). He couldn't really risk sending other party members too.
Thats when it all kicked off.
I'll try to post more details of this fight later; Augustus and Della (each 28th level) versus a 36th level, evil and ancient mage who has for centuries been trapped in a buried tower.
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Cab
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Okay... The witch spent some moments trying to extract information from Della before deciding that she'd simply be better off killing her. That moment, being the most dramatic, was obviously when Augustus arrived.
The witch wasn't surprised, so its time to roll initiative. She and Augustus started to act simultaneously; for spellcasters, I require then that theres a reroll (d6, no modifiers, a tie means genuinely simultaneously), the witch went first and cast power word blind at Augustus.
Now, Augustus is a wise old soul, and I allowed him to modify his spellcasting choices a little; he cast timestop, create magical monsters to call two beholders into being and haste. Della started lifting up the portcullis she was trapped behind.
Next round, Witch goes first again. Neither Augustus nor the dwarf could see what she was doing, but I allowed Augustus to surmise that she had cast timestop.
The beholders had gone (yep, she used a wish in timestop to dispose of them), but nothing else was clear to Augustus. So he made some assumptions; he assumed that she'd have force fielded Della in (thats what he'd have done), then cast anti magic shell and prepared to beat the blinded Augustus do death with her staff. He was close to being right, she'd also raised up immunity. Thats what he'd have considered in her place; cripple your foe and beat the smeg out of him at your leisure.
So augustus came up with an excellent plan, he used his second timestop (no point holding back, this is kill or be killed stuff now, and if he's driven off then Della will probably be lost), and casts stone to flesh on the floor; his reasoning being that alhtough its icky, Della will be able to dig out underneath the forcefiend he has surmised is there. He cast invisibility, activated his robe that has anti magic shell.
Della finally got the portcullis lifted, and smashed straight into the force field. Clever Augustus.
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Papasloth
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Cab,
I'm enjoying the running session reports. It sounds like you an you're group are having a lot of fun. Keep posting!
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Cab
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The fight continued...
Augustus is blind and has burned a lot of spells, his goal is still to rescue Della.
The Witch needs to either kill her foes or get away.
The two mages each know that the other is covered with magical defenses; immunity and anti magic shell would be obvious contenders. Augustus isn't as good a mage as the witch, but he does have Della, the Dwarf, who can get out soon and level the playing field.
The Witch headed to the door, opened it, pointed inwards and yelled "KILL".
Augustus didn't know what he was facing, but he had to do something. Enclosed space, had to hope that he could kill whatever it was with an area of effect without dying himself, but he was blind... Pulled out a wand of fireballs and let rip.
Didn't hurt anyone very much (6d6, save for half) except for the witches pet displacer beast; it failed its safe, took full damage, and died.
Della continued digging.
Next round, Augustus goes first. He has fly permanenced, and reasoned that his safest place would be up by the ceiling. Anti-magiced, immunity... yeah, get out of melee range and wait for Della. Flew up.
The witch saw that the dwarf wouldn't be long. Now, even with his defensive spells up, on his own Augustus is a sitting duck. Yeah, anti magic shell is a pain in the ass, but there are ways of beating him to death; summon in some giants and have them pummel him to death with rocks, that would do. But she just doesn't have time, and she hasn't got memorised today any more spells to keep the dwarf in. Besides, she needs to alert the other Witches.
So, she casts another timestop, followed by two create magical monsters spells (summoning blast spores, which I treat as half hit dice, meaning that she fills the room and corridor with blast spores), casts haste, drops a delayed blast fireball, and then simply runs off.
The dwarf yells "AHH! BEHOLDERS".
Augustus is still blind, being buffeted by scaley things... They clearly aren't beholders, and they're clearly summoned. He casts dispel magic, falls painfully to the floor, dispelling about half of the blast spores but failing to deal with the delayed blast fireball (which he doesn't even know about for sure).
Next round, he casts a forcefield around himself, in a cone. I rolled some dice, did a sum, and it transpired that he had been lucky and not trapped any blast spores with him, but he HAD trapped the delayed blast fireball... Well, he just about survived that as it went off at the end of the round. Next round, as he's licking his wounds, the dwarf tossed her egg of wonder out under her forcefield, covered the gap with a towel, and let the giant snake that had appeared bite one of the blast spores... esplosions rocketed up and down the corridor outside as they set each other off
So, round one over. It'll be interesting what happens when the party manages to catch up with the three witches. Bear in mind that the witches are trapped; they can't leave, they can't cast teleport, dimension door or similar to get out.
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Cab
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This evening, I'll have to see whether the PCs can get back together. That won't be as easy as you'd think. Then of course I have to decide how much of his hand the Master is willing to lay down now. Should be a fun session.
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Cab
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Couple of sessions since then...
Well, it took a while to work out how to get the party back together, but they managed it. Not before the dwarf got split on her own for a short while, when she was challenged by a robed figure claiming to be the Master of Hule, who demanded the remains of the Rahib from her bag of holding. She grudgingly did as she was told. The Rabib will be raised and soundly tortured out of misbehaving like that again, the Master can't have his close assistants going losing their hearts to elven maidens like Rahasia, however fair they may be.
So, they continued exploring, came across the kitchen, and a second one of the hags (this one a powerful figher, rather than the creature as published) turned up. Bit of a stand off there; the hag got off a warning; yes, she said, you'll probably beat me, but from where I'm standing I guarantee I'll kill your cleric, and I'll kill at least your paladin too before I go down. I'll die, but you'll wither away without anyone to heal or raise you, and my sisters will be along presently to finish you off.
The stand off didn't continue long, and ended with a chase. The hag could have made good on her promise, but there wasn't any percentage in that for her!
Into the passageway leading to the well (the elevator down to deeper levels), and the party were faced with three enormous, spidery metallic meks in the corridor. The hags have their defences! Now I don't care how tough you think you are, three meks will trouble any party. But they were eventually overcome. The party then found the well, put a canvas and a magical button to lock that in place over it (see the book of marvellous magic) and went off to complete exploring this level of the complex.
Believe it or not, that exploration took a session or so. They were thorough, and it is a challenging little place. Thats where I introduced my new creature the Fire Imp (see the monsters thread), in place of the spod humanoids. One in an otherwise empty room, the other four trying to get a case of wine bottles open to see what was inside. Took a long time for the party to establish friendly relations with them, only to later accidentally creep up on them ("I open the secret door and look inside... Ow, I've blown up... they didn't mean it, I back away").
At the bottom of the well now, suspecting more meks on the other side of the door.
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Cab
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Going to take a short while for things to settle down...
Now, the party did indeed encounter more meks on the other side of the door, and in a few short and tremendously bloody rounds they beat them. Pushing on, they made it through that level of the dungeon crucially, missing out on looking for the opal and to the wine taster room. I'm startled to say that they cracked that puzzle first time.
So, they made it to the inner sanctum, and now they're going to face the three hags. The hags have got nothing to gain from this fight, they only need and want to survive. The party reasoned with the obelisk (what came first, the obelisk asking "what is your name" and "what is your quest" or Monty Pythons Holy Grail? Was this part of Rahasia published before that film?), and went straight on through the temples.
It was in one of these temples where the party met the hags. Remember, the hags have been replaced with fitting foes for the PCs, namely extremely one of each high level mage, cleric and fighter.
The fight was brutal; of the party, Augustus (mage) went down in a hail of spell turned meteors, but not without first putting up plenty of summoned creatures. He survived, but barely (playing using -constitution score equalling death), the paladin and fighter (Ironsage and Della) also fell, and the NPC paladin they've picked up en route (Baik) died too. That left the cleric (Taron) and Clarissa the thief still standing. The hags tacticof walling PCs off and taking them down one at at time worked well, for a time.
Clarissa positioned herself for a backstab at the fighter, and Taron raised one of the fighters, who stood briefly, but that gave Taron long enough to raise Augustus and then activate the travel spell he had up to go gaseous.
Clarissa managed with her backstab, finishing off the fighter, Augustus finally got the better of their cleric... the mage cast her last timestop and simply ran off, later casting wish to recover the bodies of her friends, and another wish to raise the cleric, followed by heal, the cleric then casting raise dead fully on the fighter.
Nasty little fight, but that was only round one... Taron cast locate object on a strange holy symbol that the bad guys had on display, and the party were soon following...
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Cab
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The party now bad guys cornered in the final throne room; what ensued was lots of tactical creation and disintegration/dispelling of walls and barriers of various sorts, Ironsage eventually being cut off in the room with the bad guys. He got lucky, and got to activate his armour of ethereality before anyone could get him.
On the ethereal plane, he found that he was in the same kind of place, with the room set up more or less duplicated there.
As the tit-for-tat skirmish continued on the prime, the hag mage decided to try a similar trick, and made off for the ethereal (remember, they can't teleport, thats part of the curse, but they can travel in the same complex on the ethereal). And now Ironsage is face to face with that mage.
The fight was short, Ironsage won initiative and hacked the mage to pieces. The contingency she had didn't work (it was a spell called swaps, which would have swapped her location with that of the hag fighter, who was still on the prime). Ironsage continued investigating the statues, then while stuffing the mage into a bag of holding the hag cleric cast travel and soon joined him, with the fighter, on the prime.
It all now came down to speed; Ironsage is a lightly armoured (leathers) fighter and ran like the clappers, the hag fighter couldn't keep up, and ironsage managed to get away and used his armour to get back to the prime.
So... Good fight, round two over, and critically the PCs have taken out one of their foes. The fighter and cleric are still monstrously dangerous, and will presently be making a concerted attack on the PCs to try to take as many of them out with them as possible (they're going to go straight for Taron, the cleric), knowing that they have nothing else to lose really.
How things will pan out, I don't know... But this modified form of Rahasia has been great fun.
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