Do the Red Wizards hate and fear your PCs?

Been there done that.

Well, there's this Red Wizard enclave near Voonlar. Our characters were looking for a thief who stole our magical items we found in Myth Drannor. We'd been running after him since Hillsfar. Eventually, we found out that he was staying in Voonlar and we assumed that he would sell our wares to the Red Wizards.

Originally we were going to deal with them peacefully but their enclave's resident Red Wizard was acting a bit strange. Even our party's wizard who is relatively well liked by Red Wizards since he's a devout Kossuthan couldn't get them talk. So we decided we'd sneak in and try to find our stuff. For some reason, we were all convinced that the thief had sold all of it to the Red Wizards. To our dismay, none of it was there, and when we were discovered we nearly torched the entire enclave. I must say that they weren't all that powerful.

Our party's average is level is 7 and is composed of a 6th level aasimar bard (me), a wizard6/elemental savant1, 7th level priest of lathander, a kobold fighter5, 2 gnomish illusionist/thief npcs (we picked them up in Myth Drannor) and a 5th Kossuthan priest who is the elemental savant's cohort. We also have a bunch of dogs, one of which was polymorphed into a winter wolf.

Basically, once we were discovered, we tried to minimize the casualities. But our elemental savant unleashed one of his fireballs and the fight was pretty much over. The priests are basically tin cans that cant be touched and they really high will saves. The fight ended with the party's wizard and Hinnar, the Red Wizard, both flying and accusing each other of lying as they flew around. Finally, our wizard snapped a lightning bolt and Hinnar was toast.
 

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Hinnar is the name of the leader of the enclave in the adventure in the back of the FRCS.

muhcashin you did know that's a first level adventure, right? :)

And those PCs sound great for my purpose. Especially since you burned down an enclave.

Care to post the full PCs and their current where-abouts?

PS
 
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I ran my players through the 2e adventures Throne of Deceit and Runes of Chaos which deal with Szass Tam trying to acquire an artifact that will help with the latest Thayan incursion into Rashemen and Aglarond.

My guys stopped him, and helped the Rashemar win the first and only battle of the invasion. Lotta fun. ;)
 

So who are they VP? My players are Thayans, and they've caused trouble in Rasheman already (more on the way...), and they'd love to mess with Aglarond.

So who are these great heroes?

PS
 

Here ya go! May your Thayans have better luck... ;)

The Baron Marquis Louis de Goldstream II: Male half-elf (moon) Ftr6/Duelist 7; Medium-size humanoid (elf); HD 13d10+26; 100 hp; Init +7; Spd 30 ft.; AC 23, touch 17, flat-footed 18 (+3 Dex, +2 canny defense, +6 armor, +2 deflection); BAB +13; Grap +17; Atk +19 melee (1d8+6/17-20, +2 saber), or +19/+19 (1d6+6/19-20, +2 short sword of speed); Full Atk +19/+14/+9 melee (1d8+6/17-20, +2 saber) or +19/+19/+14/+9 melee (1d6+6/19-20, +2 short sword of speed), or +17/+12/+7 melee (+2 saber), and +17/+17 melee (+2 short sword of speed), or +17 ranged (1d8+1, 19-20/+1 light crossbow); SA Precise strike +2d6, acrobatic attack; SQ Immune to sleep spells and similar effects, +2 saves vs. enchantments, low-light vision, canny defense, grace; AL CG; SV Fort +9, Ref +12, Will +5; Str 18 Dex 16, Con 14, Int 14, Wis 13, Cha 13; Height 5 ft. 10 in.
Skills & Feats: Balance +6/1, Bluff +6/5, Escape Artist +5/2, Hide +9/6, Jump +12/7, Listen +17/14, Move Silently +6 (+16)/3, Perform (dance, song, sword fighting) +4/3, Search +5/2, Sense Motive +4/3, Spot +20/16, Tumble +10/5; Alertness, Ambidexterity, Dodge, Expertise, Improved Critical (saber), Improved Initiative, Mobility, Spring Attack, Two Weapon Fighting
Languages Known: Common, Chondathan, Undercommon, Elf, Orc
Possessions: Bracers of armor +6, +2 saber, +2 short sword of speed, adamantine rapier, +1 light crossbow, 50 bolts, +2 buckler (not worn – if used, AC 25 and an additional –1 “to hit” with off hand. If an off hand attack is made, attacker loses the buckler’s AC bonus for rest of the round), ring of protection +2, potion of water breathing, boots of elvenkind, ring of electricity resistance (minor), ring of feather falling.

Gwenelan Albreth: Female human Clr12 of Helm; Medium-size humanoid (human); HD 12d8+24; hp 79; Init +0; Spd 20 ft.; AC 24, touch 12, flat-footed 24 (+8 armor, +4 shield, +2 deflection); BAB +9; Grap +10; Atk +12/+7 melee (1d8+3, +2 light mace) or +12 ranged (1d8+3/19-20, +1 light crossbow with +2 bolts); SA Spells; SQ Turn undead 8/day; AL LG; SV Fort +11, Ref +5, Will +15; Str 12, Dex 11, Con 14, Int 10, Wis 18 (20), Cha 13; Height 5 ft. 10 in.
Skills & Feats: Concentration +14, Diplomacy +13, Heal +10, Knowledge (religion) + 12, Listen +9.5*, Spellcraft +8, Spot +9.5*; Alertness, Combat Casting, Discipline, Extra Turning, Quicken Spell, Scribe Scroll
Languages Known: Common, Chondathan
Spells per Day (6/8/6/6/5/5/3; base DC = 15 + spell level).
Spells Typically Prepared: 0 – detect magic, detect poison, guidance, light, read magic, resistance; 1st – bane, bless, divine favor, doom, obscuring mist, protection from evil, remove fear, sanctuary*; 2nd – augury, bull’s strength, darkness, lesser restoration (x2), silence; 3rd –cure serious wounds (x2), daylight, dispel magic, protection from elements*, remove disease; 4th – restoration (x3), spell immunity*, summon monster IV; 5th – break enchantment, flame strike, healing circle, spell resistance*, true seeing; 6th – blade barrier, heal, stoneskin*
*Domain Spell. Domains: Protection (generate a protective ward (Sp), once/day for 1 hour to grant someone you touch a +12 resistance bonus on their next save), Strength (gain an enhancement bonus to strength equal to your level for 1 round, 1/day)
Possessions: +3 breastplate, +2 large steel shield, +2 light mace, +1 light crossbow, 15 +2 bolts, periapt of wisdom +2, cloak of resistance +1, ring of protection +2, scroll of flaming sphere, scroll of endurance, 2 scrolls of cure critical wounds, scroll of restoration, backpack, bedroll, flint/steel, sack, 3 torches, silver holy symbol, 1 day’s trail rations, waterskin, 4 500 gp diamonds, 200 gp carried, 3,260 gp.

Bentalben of Daggerdale: Male human Wiz13; Medium-size humanoid (human); HD 13d4+13; 44 hp; Init +3; Spd 30 ft.; AC 18, touch 14, flat-footed 15 (+3 Dex, +4 armor, +1 deflection); BAB +6; Grap +6; Atk +8/+3 melee (1d6+2, +2 quarterstaff) or +8/+3 melee (1d4+2/19-20, +2 dagger), or +10/+5 ranged (1d4+1, +1 dart); SA Spells; SQ Summon familiar; AL LG; SV Fort +6, Ref +8, Will +10; Str 10, Dex 16, Con 13, Int 20, Wis 12, Cha 13; Height 5 ft.10 in.
Skills & Feats: Alchemy +8, Concentration +17, Intuit Direction +4, Knowledge (arcana) +21, Knowledge (Dales history) +12, Knowledge (Dales local) +12, Listen +6, Ride (horse) +5, Scry +11, Search +9, Spellcraft +21, Spot +6, Swim +2; Combat Casting, Heighten Spell, Luck of Heroes, Maximize Spell, Quicken Spell, Scribe Scroll, Spell Focus (Conjuration), Spell Focus (Evocation)
Languages Known: Chondathan, Common, Draconic, Elven, Gnome, Orc
Spellbook (4/6/5/5/4/4/2; base DC = 15 + spell level, 17 + spell level for Evocation and Conjuration spells): 0 – arcane mark, daze, detect magic, read magic; 1st – alarm, burning hands, feather fall, hold portal, identify, mage armor, magic missile, ray of enfeeblement, shield, shocking grasp, sleep, summon monster I; 2nd – arcane lock, darkness, detect thoughts, knock, Melf’s acid arrow, mirror image, shatter, Snilloc’s snowball swarm, web; 3rd – dispel magic, fireball, hold person, Leomund’s tiny hut, lightning bolt, magic circle against evil, stinking cloud, vampiric touch; 4th – Evard’s black tentacles, polymorph self, Rary’s mnemonic enhancer, stoneskin, summon monster IV; 5th – Bigby’s interposing hand, mind fog, teleport, wall of force; 6th – globe of invulnerability, mass haste; 7th – great thunderclap
Possessions: Bracers of armor +4, +2 quarterstaff, +2 dagger, +1 dagger, 6 +1 darts, dagger, ring of protection +1, potion of protection from elements (fire), robe of useful items, wand of lightning bolt (5th level - 9 charges), ring of telekinesis (8 charges), wand of light (15 charges), explorer’s outfit, backpack, waterskin, 2 spellbooks (186 total pages used), 5 days iron rations.

Jorin Malkier: Male human Ftr4/Rog3/Rgr7; Medium-size humanoid (human); HD 11d10+33 plus 3d6+9; 117 hp; Init +9; Spd 30 ft.; AC 25, touch 19, flat-footed 25 (+5 Dex, +6 armor, +4 deflection); BAB +13; Grap +16; Atk +19/+19 melee (1d8+7/17-20, +2 longsword), or +18/+18 ranged (1d8+3/x3, mighty composite longbow); Full Atk +19/+19/+14/+9 melee (1d8+7/17-20, +2 longsword) or +18/+18/+13/+8 ranged (1d8+3/x3, mighty composite longbow); SA Sneak attack +2d6, favored enemy (elves +2, aberrations +1); SQ Evasion, uncanny dodge (Dex bonus to AC), fight with two weapons; AL LG; SV Fort +13, Ref +11, Will +6; Str 17, Dex 18 (20), Con 17, Int 14, Wis 14, Cha 13; Height 5 ft. 11 in.
Skills & Feats: Climb +11, Craft (bowyer/fletcher) +4, Disable Device +13, Handle Animal +6, Heal +5, Hide +17, Intimidate +6, Intuit Direction +5, Listen +11, Move Silently +17, Open Lock +13, Ride (horse) +8, Search +13, Sense Motive +4, Spot +18, Swim –7, Tumble +10, Wilderness Lore +12; Alertness, Blind-fight, Dodge, Expertise, Improved Critical (longsword), Improved Unarmed Strike, Quick Draw, Track, Weapon Focus (longsword), Weapon Specialization (longsword)
Ranger Spells per Day (2; base DC = 12 + spell level)
Languages: Common, Damaran, Elven, Undercommon
Possessions: Bracers of the blinding strike, +2 longsword, 2 +2 daggers, mighty composite longbow (+3), 20 arrows, ring of freedom of movement, ring of protection +4, ring of fire resistance (minor), gloves of Dexterity +2, 3 potions of cure moderate wounds, 2 potions of cure serious wounds, potion of cure critical wounds, explorer’s outfit, backpack, bandolier, 3 belt pouches, 25’ of silk rope, grapple, waterproof tinderbox w/ flint & steel, large sack, iron rations, masterwork thieves picks, cold weather clothing, small sewing kit, silver holy symbol (Tyr), 1 torch, 2 pints oil, bedroll, carved pipe w/ pouch, 2 bowstrings in waterproof package.

Garet’Jax: Male human Rog3/Pal2/Ftr8; Medium-size humanoid (human); HD 3d6+12 plus 10d10+40; 118 hp; Init +10; Spd 30 ft.; AC 20, touch 16, flat-footed 20 (+6 Dex, +4 armor); BAB +12; Grap +18; Atk +23/+18/+13 melee ((2d6+15 plus 1d6 cold/17-20, +4 frost greatsword)), or +18/+13/+8 ranged (1d8+4/x3, mighty composite longbow [+4]); SA Sneak attack +2d6; SQ Evasion, uncanny dodge (Dex bonus to AC), divine health, divine grace, detect evil, smite evil (+2), aura of courage, lay on hands (4 hp/day); AL LG; SV Fort +21, Ref +17, Will +12; Str 18 (22), Dex 20 (22), Con 16 (18), Int 13, Wis 10, Cha 14; Height 5 ft. 9 in.
Skills & Feats (Total/Rank): Climb +17/11, Diplomacy +10/8, Hide +21/15, Jump +16/10, Move Silently +21 (+31)/15, Search +16/15, Spot +15 (+20)/15, Swim +17/11; Blind-Fight, Dodge, Expertise, Improved Critical (greatsword), Improved Initiative, Iron Will, Luck of Heroes, Mobility, Weapon Focus (greatsword), Weapon Specialization (greatsword)
Languages: Chondathan, Common, Infernal
Possessions: Mithral shirt, +4 frost greatsword, mighty composite longbow (+4), ring of force shield, boots of elvenkind, cloak of resistance +3, eyes of the eagle, gloves of dexterity +2, belt of giant strength +4, amulet of health +2, hat of disguise.
 
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Excellent! Those guys should be a problem for my group for a long time. One of the things about running a group of evil thugs is you need bands of heroes disrupting plans and killing minions.

Can you give me anything about a standard MO? Current whereabouts? Anything to do the group justice?

Thanks!

PS
 

  • Current whereabouts: The Dalelands/Cormyr (The Stonelands)
  • Standard MO: DO GOOD. :rolleyes:
  • The ranger tends to be the group's leader - all members (for some reason) listen to him.

Hope this helps.
 


Actually, among the players, I am the only one who owns the FRCS, so none of us really knew that it was going to be easy. I played dumb, so not to spoil the whole thing. ANyways, the point wasn't to kill them all, just to get our stuff back.

I only have the stats for my aasimar bard character.

Tommy Oakenfire, male aasimar Brd6: CR 6; ECL 7; Medium-size Humanoid (aasimar); HD 6d6; hp 29; Init +5 (+3 Dex, +2 Blooded); Spd 30 ft; AC 14 (+3 Dex, +1 Yevrah’s Ring of Almost Invisibility); Atk +0 melee (1d6+1/ 18-20, +1 scimitar of warning) or +7 ranged (1d8/ x3, longbow); SA light, spells; SQ bardic knowledge, bardic music, resistances; AL CG; SV Fort +2, Ref +8, Will +5; Str 10, Dex 16, Con 11, Int 12, Wis 11, Cha 18.

Skills: Bluff +7, Diplomacy +7, Decipher Script +6, Heal, +3, Knowledge (arcana) +3, Knowledge (the planes) +5, Perform +13, Scry +4, Speak Language (celestial, Ignan, Auran, Elven), Spellcraft +3, Tumble +6, Use Magic Device +13; Feats: Blooded, Obscure Lore, Dodge.

Weapon proficiencies: all simple weapons and longbow.

Spell-like Abilities: 1/day - Light. Tommy Oakenfire uses light as cast by a level 6 sorcerer.
Languages Known: Auran, Celestial, Chondathan, Common, Elven, Ignan, Illuskan.
SQ- Resistances (Ex): Acid, cold, and electricity resistance 5.

Bard Spells Known: (3/3/2)
0- Detect Magic, Ghost Sound, Mage Hand, Mirror*, Read Magic, Zap Trap*.
1- Amplify**, Cure Light Wounds, Identify, Mage Armor.
2- Hypnotic Pattern, Summon Monster II, Tongues.

Possessions: Vigil, Yevrah’s Ring of Almost Invisibility, spell components pouch, masterwork mandolin, belt pouch containing 45 gp, 12 sp, one Laeral's Tears (100 gp), a waterstar (100 gp), 2 agates (10 gp each), a greenstone (13 gp), three lapis lazuli (11 gp each), violine (32 gp), and a conundrum (1000 gp).

*From Dragon Magazine #303
** From Magic of Faerun
 

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