The original TOEE stated that the TOEE would send a team to Hommlet to seek out and punish those who killed the Master - Lareth. The lone assassin that appears in the game is a pitiful response. What a surprise when characters on a stroll through Homlett are suddenly attacked after bragging about clearing out the moathouse to the village people. If the assassins are defeated and one survives they may learn that he can lead the PCs to his base at the old moat house where a kidnapped girl from Hommlet is being held. Or the PCs may learn by questioning the townspeople that several people have been looking for the adventurers who cleared the moat house to offer them a job. Naturally another team of assassins were hired in Nulb and wait for the PCs to stumble into their trap at ye old moathouse. Event 1 PCs slay Lareth - the Master Event 2 PCs inform Burne of clearing out the moat house. This activates a trigger that opens up more NPC dialogues and places a NPCs at the Inn. Event 3 NPCs visit Inn. Innkeeper asks if you are the ones the cleared the mosthouse. If yes, he buys drinks for all in the inn and toasts the PCs. This activates another trigger as the TOEE spies now know who killed their master. The trigger for the TOEE spies will also be activated if the PCs sell one of Lareth's belongings at the Traders house in Hommlet - so now you have two chances to activate the trigger. Event 4 PC's on next visit to inn are told that a merchant someone wishing to hire the PCs is waiting upstairs. PCs are also greated by farmer who seeks their aid to rescue his daughter from bandits who kidnapped her and killed her brother. Event 5 Uptairs in the Inn the PCs are ambushed by Rogues hiding in the shadows hired to slay them. If rougues are reduced to one he says: spare me and I take you where they took the farmer's daughter (he leads them to the old moat house) The merchant the PCs meet after deafeating the rogues says - "Untie me". "you are truely the great ones. I am financing an excavation at Emery meadows and find the route plagued by bandits. I would appreciate it if you could escort me to the worksite. " (Sense Motive Check may indicate that something is not right - Ah, I am looking for the gold that some say is buried there) Quest: Emery Meadows escort - in reality the merchant is a priest of the TOEE who seeks to lure the PCs to Emery Meadows, if they go to the meadows they will be attacked by 40 skeletons raised by the TOEE(20 die and another 20 appear) and they will find an area of tents in the Meadows with workers in panic about the skeleton attacks (uses the same graphics from the labor camp) Strangely the skeletons do not attack the merchant allowing him to run away - shouting collect your pay at the inn (much like the courier in the barn behind the traders house). The skeletons are supported by an Evil Ranger5 who waits in the background with his longbow +1 ready vs spell casting to disrupt any attempt at spellcasting by firing his longbow at the caster. Once the PCs slay the skeletons the evil ranger flees (using the same routine as the courier in the barn behind the traders hut) appearing at the traders barn in disguise along with the merchant who fled during the battle. Searching PCs may find a cloak from the TOEE along with scrolls of Animate Dead and Hide from Undead in a locked chest in the labor camp. Evil Ranger Lvl5: Favored Enemy(Human)+4, Favored Enemy(Elf)+2, Animal Companion (Brown Bear), Combat Style (archery); Feats: Manyshot, Point Blank Shot, Precise Shot,Rapid Shot, Weapon Focus (longbow) Traders Barn Event: Here the Ranger and Merchant(if they survived the prior encounters with the PCs) from the Meadows & along with three rogues are meeting to plot the death of those who killed Lareth and eluded their previous attempts to slay them. If the PCs stumble in on them they see the Ranger and the Merchant talking with a third man. Another two rogues are hiding in the stalls ready to attack along with four zombie guards of the Merchant. {Merchant}{Please leave, my associate and I are conducting private business, I can meet you later at the Welcome Wench} Merchant (Clr6): Spells 2: Silence (cast on PC spellcasters) Spells 3: Summon Monster III, Animate Dead Event 6: Farmer and Burne dialogues both change to reflect need to rescue farmer's daughter who was dragged off by bandits who beat the farmer and told him to bring 1000gp to the moathouse. Quest: Save the Farmer's Daughter Meanwhile the TOEE has raised all those killed in the Moathouse and a band of rogues has moved into plan an ambush. Naturally they need bait so they kidnap NPC XXX and tell her parents to send money and her farher comes to hire hire the adventurers for assistance. Event7: Moathouse Ambush In the courtyard of the moat house is an army of zombies waiting to slay the adventurers and while they are fighting the zombies two thieves rise from the waters to attack them from behind. In the basement below the young kidnapped lady is tied up where the zombies were originally found - on this level the the PCs can hear - "help me, help me" via an audio file when they get close. When the PCs approach to rescue her the thieves emerge from the surrounding rooms to attack. If any are slain a priest of TOEE raises them with a raise dead spell. If the PCs win the battle the TOEE priest will move towards the kidnapped girl and threaten - "Allow me to leave else the girl dies" If the players agree he asks them to enter the room behind you. Naturally if the players do as instructed the priest reads a word of recall spell and vanishes leaving the girl. If not the priest attempts to do a coup de grace on the girl. If the girl dies then her body becomes a moveable item. If there was a paladin in the party and the party refused to let the priest go then the Paladin 500xp and must attone for this evil act unless they raise her in which case this loss is reversed and each LG paladin 1000xp due to the good deed of raising the dead girl. If the pary returns the girl alive to her father each party member gains 500xp. If the girl died and the party does not return her body to the father and tells him why the girl died then he blames the PCs and swears revenge unless they can convince him other wise (diplomacy check). If the PCs do not return with the body to Hommlet then it rises as a Vampiress. So the Quest to rescue the kidnapped girl could end via: 1> Rescue Girl and return to father - all gain 500xp 2> Allow girl to die but raise her from the dead - gain 500xp, Paladin gains1000xp 3> Return with report of dead girl but no body - father vows revenge, girl rises as Vampiress that returns to plague Hommlet. Paladin 500XP due to sacrificing girl for evil priest and must attone for actions. 4> Rescue girl but allow evil priest to escape - party gains 500xp. Evil Priest flees to raises army of undead in Emery Meadows. Conversely there could be an Evil Quest. A shady character in the tavern approaches the party and mentions that a lady was kidnapped by bandits. If the party could deliver the lady alive to Mona in Nulb they would be well rewarded. In this case the party must rescue the kidnapped lady and then take here to Mona in Nulb who will pay offer them 100gp for the girl, but be willing to pay as much as 500gp. Naturally this is an attempt to lure the slayers of Lareth into an ambush at the old manor house. If the party is successful they receive 500gp from Mona and the shady character in Hommlet informs her farther of the PCs evil acts in exchange for 50gp. The Father then who petitions Rufus and Bourne for assistance to hunt down these slave traders and resuce his daughter. Special If the body of the dead girl is left at the moathouse it rises to become a vampiress. As a vampire the girl returns to Hommlet and proceeds to convert the town one by one to vampire spawn. She sleeps in a room in Hommlet choosen randomly (so it change with each game). Every 7 days one of hommlets NPCs dies and rises as a vampire spawn. In 35 days of adventuring time the Vampiress will have raised 5 vampire spawn and the conversations of the townspeople change to "Sad how XXXX died suddenly" , "Little Andrew is still in shock, he claims he saw dead mom alive last night". Futhermore, the changed NPCs can only be encountered at night. Event 8: If the PCs do not slay the evil merchant at a point in time 20 skeletons attack hommlet under the command of the evil merchant (Clr6).
Great idea! The dialog should be easy to implement. However the characters used in the event should be a little more difficult to implement though.
Uh.. this is already in sort of. It's not possible to do this without spoilers. The ToEE does send an assassin after you if you kill Lareth. However, you need to sell at least one of his items (his plate boots are fine) at Rannos and Gremags. Smigmal Redhand sends an assassin after you, which you get almost every time to try to travel after selling the boots.
Elaborating on this event - New Quest The Evil Merchant mentioned above, continues to hire a new group of assasins or thieves (ie pick pockets) each time the PCs level up unless he is killed. Naturally he relocates to a random location (one of eight) in Hommlet or Nulb after hiring a new team of assassins. Thus making the game a shade more unpredicatable. He might be found in the basement of the Tavern, in the barn behind the traders home, in an house in nulb or renting a room from the woodcutter or camping in the Delko woods. At each location he leaves a note behind taunting the PCs who continue to foil his plans and his list of associates increases by 1. Example: PC level up to Level 7 - Event EM07 - Pick Pockets in Tavern (2 Rogues level 10) steal magical items from the PCs and then flee to meet the Evil Merchant. Naturally tracking them down can lead to a series of interesting dialogs and events. PC level up to level 8 - Event EM08 - Merchant hires a band of hill giants to deal with the PCs. PCs level up to level 9 - Event EM09 - Merchant summons a balor to slay the PCs. or Merchant sends PCs a book. The Book is either a book of vile darkness that drains a level from a good aligned PC if used or a book of goodness that drains a level from an Evil aligned PC if used. Use of a Detect Evil/Goodness spell will warn the PCs to be careful. or Merchant leaves PCs a cursed +2 Sword that is actually a -2 cursed sword or a cloakd of protection cursed with a disease. Who is this evil merchant of death - actually a dark elf cleric of LLoth assigned to slay those who robbed Lloth of her most promising cleric. In fact a note she leaves behind might say: Priestess Lairal Your family is distressed at your continued failure to slay the adventuerers who murdered the favorite of Lloth. Know that those who displease goddess and fail her quests are often transformed into Driders. High Priest Freazia ---------------------------------------------- My thinking is that programming it can be done by using the same routine that summons the Assassin, but by having it check when the PCs are traveling, if the Merchant is still alive and the PCs have increased by a level. EM04: Assassin Standard EM05: When PCs are level 5: 16 Bandits Note: {Dear Ranox, You shall receive the 2nd half of your payment once your task is completed and the slayers of the Master are killed. From Larial} EM06: When PCs are level 6: 2 Thieves (level 10) Thief, reduced to 10hp: {Lets make a deal} {We were hired by a women in a dark cloak} {Her name is Larial} {She says you must be punished for slaying Lareth} [Naturally is the party slays the thief after agreeing to make a deal any paladin will lose their paladinhood] EMO7: When PCs are level 7: Band of Hill Giants EM08: When PCs are level 8: Balor [Balor}{ You who are the slayers of Lareth have met your doom}. EM09: When PCs are level 9: EM10: Encounter with the Evil Merchant and her associates. Naturally, once the Evil Merchant is slain these attacks stop. ---------------------------------------------------------------