Okay, making some progress on this ... Added a failsafe for Cuthbert and Iuz to go away during combat if they should happen to find themselves still there after they were supposed to leave. So C and I will not persist in any combat after the intervention, no matter what. Removed the only 'if' involved in Hedrack summoning Iuz after he's 50% or lower. This means that no matter where you are, Iuz will show. This is probably what was potentially hanging things at this juncture previously. However, see *. Made it so that Cuthbert will only show if you are in the general vicinity of Hedrack (dead or alive). This is because Iuz seems to always want to go back to his spawning point when combat stops, and being as he is always spawned near Hedrack, by Hedrack, he will always go back there. If you happen to be far away from Hedrack with Iuz when Cuthbert spawns, Iuz will run back there, out of range for the Cuthbert dialogue. This will cause the problem where Cuthbert stands there and says nothing becuase he can't find Iuz to switch dialogue to. So beware - if you lead Iuz on a wild goose chase far away from Hedrack, Cuthbert won't come to save you. (The reason these measures are necessary at all is because of the wacky back and forth dialogue.) Added an 'attack' script after Iuz fails to persuade you so that he doesn't just stand there. Modified various KOS flags and routines and shitlist conditions so that combat only starts when it's supposed to. (I think random monsters were often reinitiating combat at odd times due to being KOS.) Added various particle and sound effects where appropriate to make the god stuff more dramatic. Made it so that Iuz creates type-specific zombies with all their prior abilities in the place of dead opponents instead of just making generic zombies. These are essentially the same protos of the deceased with undead properties switched in, which seems to have some effect on their abilities, such as attacks per round. This seems appropriate though IMO, as they are basically lesser versions of their former selves anyway. Iuz will also now raise gargoyles along with Hedrack, because zombie gargoyles don't make any sense. Still to do: Spell buffing tweaks. *Might actually have to make it so that Hedrack doesn't summon Iuz unless you're in his vicinity either, to avoid the problem where Iuz shows up and doesn't attack after his speech because there's no one to target. Unfortunately Hedrack is critical to these scripts firing properly, but being primarily a spellcaster he doesn't follow you around, so ... Notes: Cuthbert is a member of his own faction, so it's possible that he may attack some players due to you having offended his faction severely enough. Also, once he's in the combat queue he may carry out AoOs given the opportunity even if he doesn't attack outright, which itself will give him a future target and make him hostile. (This is all was ... shouldn't be an issue anymore.) There's probably no entirely effective way to foolproof this routine for people who are determined to break it. :shrug: As always, this will require further playtesting from the playing public before it gets 'perfected,' so please bear that in mind before launching "Co8 sucks!" critiques. If you kill him, most definitely. I assume it's like any other raise dead scenario. I don't see that changing. Why would Cuthbert care what you do/think or listen to what you say? Their affairs, as he says, are "not for mortal ears," as per the module. What exactly is 'the polearm technique?' As for AI, he has none beyond the basic melee attack nearest. I recall that was discussed long ago, being as he's actually supposed to have all sorts of (unimplemented) spellcasting abilities and whatnot. Troika never gave him anything more than his killer melee attacks though; not sure we should change that. Besides, when you dish out dozens of HP damage for each of nine attacks every turn, does it really matter? Seriously though, what would you like him to do? Hm, that's a good point about comments. However there is no audio to support it. There should likely be commentary from other NPCs as well, being as the single most significant entity in the game is now dead. Question is, how far do we go, and where do we stop? The module says that once Zuggtmoy is dead, the Nodes close and disappear. I wonder if the Temple itself shouldn't shut down as well in our case. Although obviously the new Zuggtmoy scenarios are for people interested in playing the new content, so I'm not sure why the focus would really be on what's going on in the Temple at that point. Also I don't understand your last request. Bear in mind also that we're generally talking about avatars here, the endslides notwithstanding. Mortals don't kill gods, so your interaction with Iuz would probably be seen as fairly insignificant to Cuthbert, even if his avatar was about to be killed. According to canon, they have much bigger and more significant disputes than simply what's going on at the ToEE.
I crap my pants everytime i see Iuz, why would you even want to stay around and try to kill him, im usually playing single so i am throwing everything in his way (running around screaming "oh shit, oh shit, oh shit) hoping the mighty C man will save me. back when TOEE pnp came out my monk ran as fast as he could from the temple to retire in a inn back in greyhawk telling unbelievable stories about this one time in TOEE.....
Because he's there. Seriously, it's an interesting challenge that is doable, even with 100% legally generated characters. The hardest thing about killing him is doing it before St. Cuthbert shows up. That's a whole lot of damage you have to dish out in just four rounds, ideally without getting a PC killed in the process. It's hard even when you cheat like crazy.
Got to agree with Daryk here- one of the great things about this game is the way it offers so many different strategies (including solo runs), and almost invites you to sit down and work out how you might approach certain tactical problems. I mentioned on another thread a couple of weeks ago that I had a germ of a plan for soloing Demons and Demigods, and while I haven't been able to have a crack at it yet (madly busy at work the last few weeks), I'm itching to load up my old team from NC 7.2, go shopping for few selected scrolls, and wander over for a one-to-one dinner with Asherah... As Gaear says Iuz has issues with his AI (a point I've made before...) but he still has a ton of HP and hits for mega damage, so he's worthy tactical challenge. Gaear- I take your point about the whole avatars thing- still, if Cuthbert is interested enough to send his own avatar to stop Iuz' avatar from trashing a bunch of mortals, you'd think he'd be amused or disdainful or something to find Iuz getting the worstof it, LN or not. I think the polearm strategy if something along the lines or that described by Terjon (poster here, not the Cuthbertine cleric)- spoiler: Spoiler find a long sharp stick and something to hide behind (like some resiliant spheres), enlarge yourself, and poke Iuz with aforementioned stick till he says sorry I have to say, I'm torn between begging you not to adjust Iuz's AI, and secretly hoping that you somehow do- cathartic TPK followed by further tactical scheming...
I did not mean not to try the fight, let me give my opinion in another way, playing the module, DMing the module and playing the atari game here , said fight is supposed to be an OH shit moment, it is not intended to be beaten and the only reason Both avatars show up is because of the skull!
Fair enough- sitting down to plan how to kill him is very definitely not what you'd call the role-playing option! And I agree that my most 'authentic' experience of this fight was the first time Iuz was called and I was frankly relieved to have Cuthbert turn up when only one PC had been sliced to bits.... I think btw I did get a fair way down the corridor on that occasion (though did have summoned animals in range). First couple of times I played through I had Burne, Spugnoir and my own mage along... 27 or so dice of fireball followed up by a raging barbarian, I'm not sure I even realised The guy in red was a cleric..
Part of the issue here, theme-wise, is that Troika and the module are at cross purposes. Like silo25 says, in the module it explicitly stated that the only possible outcome when Iuz appeared (if he appeared - it wasn't guaranteed), absent Cuthbert's intervention, was death. There would be absolutely zero chance of beating Iuz. Troika however obviously wanted to give you the chance, unlikely as it may be, because there's an endslide for it. The thing that neither of them mentions or implies anywhere is that you can put off Cuthbert when he shows up, so being as we abide thematically by the module and Troika, that won't be changing. You'll get your four rounds to try to kill Iuz and that's it. It should also be noted that the Troika versions of Iuz and Cuthbert were dramatically nerfed. They got tuned up somewhat in our proto overhaul, but they are still very nerfy compared to what they should be. If we were going on real stats, there would be equally no chance to kill Iuz in the CRPG. So in essence you are being tossed a very nice, round softball here, courtesy of Troika, and still having it considered the real thing. If it were up to me it would never happen this way. I do understand though that ToEE primarily serves as a tactical combat simulator and that people play it largely for challenges in that regard. That's why the Demons and Demigods stuff exists. People have always wanted to try their hand at killing these 'gods' (they are the most difficult single protos the game has), so in Demons and Demigods you get to have at it - within what I think is the proper context: they are simply avatars of the gods themselves. Even at level 20, you aren't really killing gods.
In "Return to the Temple of Elemental Evil" campaign book the nodes have been closed and the lower floors have been destroyed. The upper floors and the tower are used as lairs to hobgoblins. Might be an idea I guess, though if the party is strong enough to beat Zuggtmoy... hobgoblins would pose no threat at all.
That depends if the engine will support giving hobgoblins levels (like bugbears). The high level bugbears in the temple are the hardest things to fight outside of Iuz and Zuggtmoy. They may not have the reach of the giants, trolls and (leader) ogres, but they can trip, and have high BAB.
I have the return to the temple somewhere in my horde, but never opened it, has to be a major conflict in there somewhere besides orcs and hobbies
Gaear, as far as I'm concerned this is very much your party and at this stage you can pretty much do what you want to do with the game- I'm grateful for the improvements and new content, and that something I bought on a nostalgic whim is still getting use several years later.:thumbsup: The avatar business in D&D I have to say I never really got- presumably it came about at least in part cos people playing uber-powerful PCs were looking for challenges that they could take on and kill,-otherwise why have any stats for a god at all? If you have omnipotent gods then effectively the DM just gets to tell you what happened to your PCs, in as gruesome detail as he likes. So I understand that I can't really say I've slain a god- but in gameworld terms I've done the nearest thing. Interestingly, I do feel that I have overcome most of what Iuz can throw at me (mainly because he is so limited in his combat options). I have a plan how to avoid taking damage, and a plan how to hurt him. From this point of view, I find the Monster Mash battle the most tricky- I'm usually the one disrupting my opponent's battleplan with summonings, pinpoint attacks on individuals and evocation spells. My strategy here is simply to take down the casters as soon as I can- but it feels like cheating a bit if I kill the summoners off before they summon up the pair of Leonals.
Question: does any special form of silliness ensue in this battle when/if Senshock and/or Deggum (and/or possibly Barkinar) wander into the area and get involved?
I wouldn't be so sure about that. I'm guessing you're going by the line "[if Cuthbert doesn't appear] the PCs are surely doomed" - I reckon it's not to be taken literally, for the following reasons: 1. Iuz is a demi-god, which is the lowest rank among dieties. 2. If you look at his stats in the PnP module, he doesn't look all that impossible to beat - in fact he's quite timid compared to the Co8 version. You can argue that it's hard to compare 1st ed D&D and 3rd ed (which is what the current Iuz version is based on), but then you can just compare him to the PnP Zuggtmoy - they seem roughly on par, and surely the player is expected to be able to defeat her. 3. The very fact that they bothered to stat him out implies that it's not unthinkable for someone to take him on, by the rules. 4. The module states a 10% chance that Cuthbert DOESN'T intervene. Are those 10% expected to just go fuck themselves? I doubt it. (though I suppose you could argue they're expected to run away / teleport out or something) Surely the existing endslide and audio can be edited to accomodate that? He's just a lesser god after all