I'm A Banana
Potassium-Rich
Greenfield said:Incredibly inept bad guys tried to kill us using name-targeted magic. However, because the play was about some of our own adventures, the spells somehow split and took out the actors first, then tickled us a bit.
Yeah, yeah, I know, the very few spells that take advantage of "true name" stuff won't work like that: The actors were just pretending to be us, and none actually had our "true names". It was a plot device needed to get things rolling and we all pretended it was okay.
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Now we're off on the road to someplace of uncertain location (the directions keep changing every time the DM brings them up)
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we figure that she'll die the first time something looks at her funny, but she refuses to leave.
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we're stuck with her.
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I've seen this ploy before, from more than a few DMs, and the symptoms are clear and unmistakeable. She has an Amulet of Proof Against Detection and Location, which is why no magic was detected. And she'll turn out to have whatever skills or feats she needs to be able to stick with us, no matter what we do.
Do your DMs ever pull this subtle-as-a-sledgehammer stunt?
It doesn't sound like your problem is with the NPC.
It sounds like your problem is with the DM.
Since I'm not at your table, I don't know what problems your DM might be having, but a lot of my games have had tagalong NPCs of one form or another. It's usually not a problem. We had a bard who was probably a spy along recently, but there was little need for us to do anything about it.
The NPC seems like a pretty clear contender for "agent of the bad guys." (Oh, gee, an assassin who can't be detected coming at the party right after an attempt on their lives...) If you believe that, you should act on that -- gank her in her sleep, or leave her at the inn, or sell her into slavery, or whatever.
I'd probably just let her tag along, trust the DM, and see how it plays out, but it seems like you're not really interested in just doing that...