Feyd Rautha said:
How did the druid turn invisible? An owl is a tiny creature and a flyer and thus cannot fly while carrying a terrier. I mean think of how big a coconut...terrier is! None of the guards had ranged weapons? Was it Transport via Plants or Tree Stride...there's a big difference?
The action was spontaneous and very well role-played. She defeated a powerful spellcaster 2 levels higher than her with a quick-thinking spell and lived to tell about it (had the psion failed the first save of Baleful Polymorph but made the second, and then been grappled, the owl would have been struck from underneath by some very powerful offensive magic...and likely not lived).
Even though it was shocking that she "got away" with it, I was actually very impressed. Yea, consequences are coming, but it was great fun. She went invisible by being cast upon by another PC in the group, and the flight to the house and the wait for the merchant to come outside was done quickly, within the timelimit of the spell. Transport via Plants was the spell used to exit the city, and the druid had a feat that let her cast in animal form. The guards had ranged weapons, but I rolled a spot and none saw (I rolled quite low!). The dog was ruled small enough because of the intent of the druid, and even if it didnt "fly" completely by game mechanics, we were having so much fun in the mayhem of the moment that I felt it moved the game along nicely, and allowed it.
5.) Scry and teleport in capture crews. If the PCs are known then there is nothing preventing this. Wait until they are camped and teleport in with overwhelming force. If you can KO or incapacitate the people on watch before combat breaks out then it's all over. Otherwise simply have a +5 or higher CR encounter where they are all using merciful armor spikes and grappling. If they don't surrender after seeing what they face then feel free to throw "resisting arrest" into the mix.
Oh boy, so many good ideas. Pondering this, I suddenly realized that I've made this exceedingly complicated. Let's lay out the plot. Rich, if you're reading this and have made it this far, OUT
The psion was part of a huge, evil organization. The PC's have been warring on them for a few months game-time. They wanted information on the leadership of the Moonguard, kidnapped the merchant/psion, and were crushed when she was killed before they used Speak with Animals to befriend and get info from her (Fiend Folio has a prestige class in the back of the book that lets a demon grant clerical powers, and also can kill his followers at a distance. The PC's know nothing about this).
Just before they kidnapped her, they had discovered that the merchant had been an integral part in hiring a huge force of unskilled laborers who were being paid handsomely to head into the desert to the south and start an archaelogical dig for an artifact that was yet unnamed. Once the terrier/merchant/psion was dead, the PC's teleported back to a local town (not the one they kidnapped the lady from), where they intercepted and joined the caravan as caravan guards. They are now heading south...and that's where I left the campaign 3 months ago (my wife had a baby, so I switched DM spots with a fellow gamer until I could get back on my feet).
Here are my upcoming plot twists:
1. A paladin from the first encounted of the game (well over a year ago) is making his reappearance as a Moonguard Blackguard. The PC's have a few items of his, and this dude is pissed. He has been stalking the PC's, but they dont really know it. I was going to have him confront the PC's by luring them away from the caravan one evening and escalate things to a brawl...and hopefully have the blackguard get away, leaving a reoccuring villain for them to ponder about.
2. The caravan the PC's are in is led and funded by the Moonguard, even though they are using local laborers to do the dirty work. There are an even amount of even-leveled NPCs who are Moonguard officers in the caravan. I suppose a simple Message spell to them would suffice to start a brawl--but then the PC's would be completely stuck as to find out where the dig would take place. But I guess that's part of the fun of bieng a PC...and they do have a bard (I hate the Diplomacy and Gather Information skill, since they seem like a single roll can unravel so much of my carefully-laid secrets).
3. Planning on teleporting in a Justice Crew from the city would basically mirror Issue #2; it would halt the storyline by making one or some of the PC's serve jail time while the caravan proceeds on, and would prevent the PC's from being able to reintegrate themselves into the expedition--their cover would be blown.
All very interesting options...and this is why I love being a DM. It's so much more interactive than being a mere player