Ry
Explorer
rycanada said:Reward: The Master is a significantly powerful NPC (6th level fighter +at least 20 feats in E6). The Master must be played using all possible options as strategically as possible. If a PC challenges the Master respectfully and loses, the Master provides a potion to return that PC to consciousness, congratulates them on a well-fought match. The PC should be awarded a CR 4 experience award for the attempt (this award is given only once, regardless of how often the Master trounces the PC). If a PC challenges the Master and wins, award experience normally. The Master then retires from the life of a travelling swordsman, joining a military academy as an instructor. The PC can gain the title "The New Master" as the legend grows.
Problem: A travelling young elven bard, Parathilai, quietly observes the PCs' match against the master. She is deeply impressed by human commitment to excellence, and how much humans achieve in their short lives. Sometime later, hopefully when the PCs are trying to keep a low profile, she runs into them and greets them eloquently (and far too loudly). If a PC has become The New Master she exuberantly begins to sing of their exploits.
Threat: The players overhear one of the Master's unwanted followers trying to convince the Master to join him, that such an army would be unrivalled in power. Although dressed like a peasant, the man has a haughty bearing; he is in fact Kuens, a wizard (Wizard 5 in E6) with considerable talent and a following of his own. After the Master turns him down he sends a few of his accomplices (Wizard 2 and Wizard 3) to burn the farrier's house, trapping the Master inside with a Web spell. This is preferably done while the PCs are speaking with the Master, which can easily be arranged after a respectful match.
Resource: If defeated, the Master becomes known as Master Quatran of the Academy of Honourable Warfare in the nearby city of Casta. Whenever the PC who defeated the Master is in this city, or any other PC who is known for martial prowess, a runner is sent from the academy to ask the PC to demonstrate his strength of arms. If the PC takes the time to do so, they find themselves quickly brought to the field and equipped for a practise match against another (very strong, very tough) instructor. After this, provided the PCs are conduct themselves politely, they have a valuable resource through the Academy's military contacts.
Reward: Zaivan Mandras, the generous younger brother of the powerful and miserly merchant Guthran Mandras, enjoys betting on the various matches between swordsmen that spring up around the master. Zaivan has terrible luck but excellent humour; the PC and Zaivan can both use Sense motive checks to discern the stronger fighter, but Zaiven's roll is at a -2 modifier. To determine the victor of a given match, have the winner of the Sense Motive contest roll a d6, and the loser roll a d4. The higher value wins the contest, re-roll a tie. Although Zaiven is likely to lose money to the PCs he remembers them later and is happy to bet with them again.