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When the dice gawds smile on you (complete short story)
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<blockquote data-quote="Darklone" data-source="post: 3257867" data-attributes="member: 1372"><p><strong>Situation:</strong></p><p>The group has been beaten up pretty hard but has successfully performed the final part of the creation of a second coin of evil. Shelri has not very willingly taken upon him the fate to bear the burden/coin... and received at once a boost by two levels. Yet, nothing comes without a price... though the price in this case had to be paid much later.</p><p></p><p>The group has retreated to their hideout and healed as much as they could. Even their two clerics and two druids didn't have enough healing power for everyone but they did the best they could. Aladar and Shelri, without any spells (Cure Minor Wound houserule: 1d4 hitpoints cured), managed to heal at least themselves (Shelri had rolled maximum hitpoints so far, ca. 75 hp, Aladar slightly lower with Con 16). </p><p></p><p>As the players arrived the first of four times in Zoa in this campaign, the ruling council members (12) were murdered one after the other by assassins that left no tracks except burning city quarters and dozens of dead witnesses. The most important council member, a half-elf called Werlen, was a friend of the PCs (and a lover of the wolf shaman druidess archer in the group). His secret service boss was a strange sneaker, in fact a kind of vampire bard. I used the Kalamar variant vampires from Harvest of Darkness and tied cords to Giliia, a city ruled by a vampiress. </p><p></p><p>In the campaign, I had about 12 different power groups acting. One of these groups, the slavers organisation with ties to the clerics of the Overlord, tried to buy more council seats in Zoa... by replacing unwanted members. To this aim, they hired a renowned two man team, a blood sorcerer and a black master of the spiked chain with distant ties to the organisation. </p><p></p><p>Funnily, the players met these two guys already... in their hotel. The two had a nice party with many girls from town...every evening. And they had managed to leave a lasting impression in the heads of the players of being NOT NICE. That was partly due to their behavior towards female party members... </p><p></p><p>At this evening, the assassins were sent to kill Werlens right hand.</p><p></p><p><em>Every week, I looked on my spreadsheet of organisation and considered for each, which things she would try, how, and which active teams or other means are going to be employed. Sometimes I made a list if an organisation had too much on their hands. In this case, the players had sent a message to Werlen asking for many things since they just arrived the evening before in Zoa after they had recovered the missing artefacts to craft the Coin. So the players caused the bard to come out of his protected hiding spot... and the bloodhounds followed his tracks. </em></p><p></p><p><strong>Cast of characters:</strong></p><p><strong>The Bad Boyz:</strong></p><p>Arlmak, blood sorcerer 7, male human.</p><p>The sorcerer was all about fireballs and buffing himself and his buddy (Mage armor, Jump, Spiderclimb, Bulls strength, Protection from Arrows, Protection from Good...). Blood sorcerer was a prestigeclass with tattoos I found somewhere... at least he was able to enhance his magic by causing himself damage. The sorcerer was a pretty handsome if somewhat cruel looking lean boy wearing a black vest and a pretty dark blue robe. That robe is a Kalamar magic item with Cha +8 (only vs. humanoid creatures). Feats: Spell Focus, Greater Spell Focus, Elemental focus (Fire) ... His fireball DC was pretty much through the ceiling at 25 against humanoids or higher even without his bloodmagic. And he dealt more damage with fire spells... paying with Con ability damage.</p><p></p><p>Shatt, monk5/ftr2/clr1 (Overlord), male human (Svimozhia).</p><p>Shatt is a silent blackskinned predator wearing no armor but a black vest and a cloak. He always carries his chain and a golden amulet showing an armored fist (hidden under the vest). Ornate bracers protect his arms and a huge ring with a black gem attracts attention at his right hand.</p><p>The character was designed to be a trip monkey with high strength, mobility and good AC. His position in combat: in front of his buddy keeping all enemies away. The cleric level was mostly added to make a two man group surviveable and to explain their ties to the overlord priests and the slavers.</p></blockquote><p></p>
[QUOTE="Darklone, post: 3257867, member: 1372"] [b]Situation:[/b] The group has been beaten up pretty hard but has successfully performed the final part of the creation of a second coin of evil. Shelri has not very willingly taken upon him the fate to bear the burden/coin... and received at once a boost by two levels. Yet, nothing comes without a price... though the price in this case had to be paid much later. The group has retreated to their hideout and healed as much as they could. Even their two clerics and two druids didn't have enough healing power for everyone but they did the best they could. Aladar and Shelri, without any spells (Cure Minor Wound houserule: 1d4 hitpoints cured), managed to heal at least themselves (Shelri had rolled maximum hitpoints so far, ca. 75 hp, Aladar slightly lower with Con 16). As the players arrived the first of four times in Zoa in this campaign, the ruling council members (12) were murdered one after the other by assassins that left no tracks except burning city quarters and dozens of dead witnesses. The most important council member, a half-elf called Werlen, was a friend of the PCs (and a lover of the wolf shaman druidess archer in the group). His secret service boss was a strange sneaker, in fact a kind of vampire bard. I used the Kalamar variant vampires from Harvest of Darkness and tied cords to Giliia, a city ruled by a vampiress. In the campaign, I had about 12 different power groups acting. One of these groups, the slavers organisation with ties to the clerics of the Overlord, tried to buy more council seats in Zoa... by replacing unwanted members. To this aim, they hired a renowned two man team, a blood sorcerer and a black master of the spiked chain with distant ties to the organisation. Funnily, the players met these two guys already... in their hotel. The two had a nice party with many girls from town...every evening. And they had managed to leave a lasting impression in the heads of the players of being NOT NICE. That was partly due to their behavior towards female party members... At this evening, the assassins were sent to kill Werlens right hand. [i]Every week, I looked on my spreadsheet of organisation and considered for each, which things she would try, how, and which active teams or other means are going to be employed. Sometimes I made a list if an organisation had too much on their hands. In this case, the players had sent a message to Werlen asking for many things since they just arrived the evening before in Zoa after they had recovered the missing artefacts to craft the Coin. So the players caused the bard to come out of his protected hiding spot... and the bloodhounds followed his tracks. [/i] [b]Cast of characters: The Bad Boyz:[/b] Arlmak, blood sorcerer 7, male human. The sorcerer was all about fireballs and buffing himself and his buddy (Mage armor, Jump, Spiderclimb, Bulls strength, Protection from Arrows, Protection from Good...). Blood sorcerer was a prestigeclass with tattoos I found somewhere... at least he was able to enhance his magic by causing himself damage. The sorcerer was a pretty handsome if somewhat cruel looking lean boy wearing a black vest and a pretty dark blue robe. That robe is a Kalamar magic item with Cha +8 (only vs. humanoid creatures). Feats: Spell Focus, Greater Spell Focus, Elemental focus (Fire) ... His fireball DC was pretty much through the ceiling at 25 against humanoids or higher even without his bloodmagic. And he dealt more damage with fire spells... paying with Con ability damage. Shatt, monk5/ftr2/clr1 (Overlord), male human (Svimozhia). Shatt is a silent blackskinned predator wearing no armor but a black vest and a cloak. He always carries his chain and a golden amulet showing an armored fist (hidden under the vest). Ornate bracers protect his arms and a huge ring with a black gem attracts attention at his right hand. The character was designed to be a trip monkey with high strength, mobility and good AC. His position in combat: in front of his buddy keeping all enemies away. The cleric level was mostly added to make a two man group surviveable and to explain their ties to the overlord priests and the slavers. [/QUOTE]
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When the dice gawds smile on you (complete short story)
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