Kill Me An FR Canon Munchwizard (Heroes, Inc. players stay out)

Have the Big Bad acquire the services of one of the Realms' few immigrant Psions (a Nomad Psion in particular), and have them use their high-level psionic powers to redirect Khelben's and Laeral's next teleportation spells to a destination of the Big Bad's choosing. Nomad Psions can monitor teleportive activity with one of their powers (if they choose to learn the right powers), and then redirect it. In 3.0 the power is Divert Teleport, not sure if they changed the name or not in 3.5. In 3.0 at least, it's a 7th-level Psychoportive or Psychokinetic power. It allows a Will save and Power Resistance, so the Psion will need some significant stuff to boost his power save DCs. Power Focus, Greater Power Focus, high Dexterity (or Intelligence in 3.5), magic items boosting Dex (or Int), whatever else you can manage (like a Psionatrix of Psychoportation, a psionic item that adds +1 I think to psychoportive save DCs). If you use the Psionics Are Different rules, then Khelben and Laeral won't benefit from any Spell Resistance they may have through items or spells.

Redirect the teleportation to an area with an antimagic field (likely the Big Bad himself or herself with an Antimagic Field spell active on them), and proceed to melee them to death (an Assassin's Death Attack may be useful for that, or even a Rogue's Sneak Attack). Make sure the room they teleport into is small enough that the antimagic field fills it. If the room is filled with rogues, assassins, or other nasty melee damage-dealers, the two should perish quickly. If you want Laeral to survive and appear guilty, have her teleportation redirected instead to a room with an antimagic field and psionic Control Light making it dim, while the antimagic-field-generating NPC holds Laeral pinned (I'm sure a fairly strong Medium or Large NPC could hold the woman pinned down in a grapple, long enough for Khelben to be slain elsewhere). Then have the psion teleport Laeral to the tower, and Khelben himself as well, while leaving whatever's necessary to make it seem that she killed him (weapons or whatever). A bard can cast Memory Alteration or whatever to try and change her memories a bit, though it may or may not work (of course, you have creative license to say that it does, and just assume she rolled low on her Will save and the bard rolled high on his caster level check to beat whatever Spell Resistance she may have up after leaving the antimagic field).

Just create a disturbance somewhere in Waterdeep that would motivate the two to try teleporting there ASAP to deal with it, then divert their teleports, and have another agent get security forces up to the tower to arrive just moments after Laeral and Khelben are teleported back there, appearing that Laeral murdered him. While the two are away, some mage can use illusion spells to make it appear that Khelben and Laeral were arguing vehemently (any witnesses just have to hear it from outisde or down the hall, for instance, to think that it was real; no save unless they interact with the illusions). If the Memory Alteration works well, Laeral will really believe that she did murder Khelben in rage. In any case, it would be best if, while Laeral was away, someone got rid of her spells for the day, somehow, so she couldn't escape or whatnot after being teleported back to the tower. Unfortunately, it would be rather complicated coming up with something that might prevent Commune, Discern Lies, or similar spells from finding the truth.
 

log in or register to remove this ad

Arkhandus said:
Have the Big Bad acquire the services of one of the Realms' few immigrant Psions (a Nomad Psion in particular), and have them use their high-level psionic powers to redirect Khelben's and Laeral's next teleportation spells to a destination of the Big Bad's choosing. Nomad Psions can monitor teleportive activity with one of their powers (if they choose to learn the right powers), and then redirect it. In 3.0 the power is Divert Teleport, not sure if they changed the name or not in 3.5. In 3.0 at least, it's a 7th-level Psychoportive or Psychokinetic power. It allows a Will save and Power Resistance, so the Psion will need some significant stuff to boost his power save DCs. Power Focus, Greater Power Focus, high Dexterity (or Intelligence in 3.5), magic items boosting Dex (or Int), whatever else you can manage (like a Psionatrix of Psychoportation, a psionic item that adds +1 I think to psychoportive save DCs). If you use the Psionics Are Different rules, then Khelben and Laeral won't benefit from any Spell Resistance they may have through items or spells.

Redirect the teleportation to an area with an antimagic field (likely the Big Bad himself or herself with an Antimagic Field spell active on them), and proceed to melee them to death (an Assassin's Death Attack may be useful for that, or even a Rogue's Sneak Attack). Make sure the room they teleport into is small enough that the antimagic field fills it. If the room is filled with rogues, assassins, or other nasty melee damage-dealers, the two should perish quickly. If you want Laeral to survive and appear guilty, have her teleportation redirected instead to a room with an antimagic field and psionic Control Light making it dim, while the antimagic-field-generating NPC holds Laeral pinned (I'm sure a fairly strong Medium or Large NPC could hold the woman pinned down in a grapple, long enough for Khelben to be slain elsewhere). Then have the psion teleport Laeral to the tower, and Khelben himself as well, while leaving whatever's necessary to make it seem that she killed him (weapons or whatever). A bard can cast Memory Alteration or whatever to try and change her memories a bit, though it may or may not work (of course, you have creative license to say that it does, and just assume she rolled low on her Will save and the bard rolled high on his caster level check to beat whatever Spell Resistance she may have up after leaving the antimagic field).

Just create a disturbance somewhere in Waterdeep that would motivate the two to try teleporting there ASAP to deal with it, then divert their teleports, and have another agent get security forces up to the tower to arrive just moments after Laeral and Khelben are teleported back there, appearing that Laeral murdered him. While the two are away, some mage can use illusion spells to make it appear that Khelben and Laeral were arguing vehemently (any witnesses just have to hear it from outisde or down the hall, for instance, to think that it was real; no save unless they interact with the illusions). If the Memory Alteration works well, Laeral will really believe that she did murder Khelben in rage. In any case, it would be best if, while Laeral was away, someone got rid of her spells for the day, somehow, so she couldn't escape or whatnot after being teleported back to the tower. Unfortunately, it would be rather complicated coming up with something that might prevent Commune, Discern Lies, or similar spells from finding the truth.


Hmm...Divert Teleport Sounds like a good idea. As far as blocking Divination regarding that matter, as I said, Shar has that covered as a goddess of secrets. She is ultimately behind the metaplot.
 

Find a meteor. Make it invisible, and send it to the ethereal plane, and send it doomward. Put a contingency spell on it to drop it into the material plane one round before impact. Drop said meteor on the targets.
 

Doesn't Dragonlance setting have some mechanic for getting rid of pesky too-powerful characters? Maybe there's a new god... The Gardener: He Who Weeds. You can have plots revolving around the disappearance of powerful mortals and chosen. Then, when the PCs are just coming Epic, the source of the mischeif finds them... and pulls them up by the Roots. Ouch. :)
 

pfft, as if...

warlord said:
How 'bout you just kill Drizzt. Better yet have Chewbacca get ported there from the Star Wars universe and rip him apart with his wookie strengh then pump the corpse full of bowcaster bolts.

Yeah, cause Chewie would have a chance in hell vs Drizzt... bowcaster and all. pfft. (Now Vader....)

Anyways, just have the NPCs in question not around. The Realms ia a big place, alot of stuff going on. Its not uncommon for such Archmages as Khelben to put his nose where it doesn't belong... perhaps you could use the "where is Blackstaff" as a plot hook?
 
Last edited:

Drowbane said:
Anyways, just have the NPCs in question not around. The Realms ia a big place, alot of stuff going on.

Right.

Historically, I think the Realms have had a problem with uber-NPCs being the center of attention [and no wonder, when you saw their stats --- those bastards didn't even follow the rules!].

That problem has been corrected in the third edition. Yes, there are still formidable NPCs out there --- but there are enough equally tough bad guys to cancel out the good guys, and even the good guys don't always get along. More importantly, the focus has been shifted to the PCs.

To me, Drizzt and Elminster are just good examples of what a FR character is like at, say, 17th and 30th level. When you hit 17th level, YOU are the greatest swordman in Faerun [or pretty close]. When you hit 30th level, YOU are the guy getting harrassed by 1st level characters who need help killing an ogre, while you're trying to deal with the rebirth of Moander...
 

I don't know FR well enough to say exactly what you should do but ...

Didn't you say that a greater goddess was going to prevent the other gods from seeing what happened? If the gods don't know what happened, how are the PCs going to find out? The only way they could know is if they were there, if they are there, you can't make a sure plan without taking into account what they are going to do. If the PCs aren't there, well, make part of the mystery of their disappearance/deaths the fact that even the gods don't know what happened and for that to have happened ... etc.

As far as killing them. Tricking someone into an antimagic zone and disposing of them sounds good. I just don't know how easily brilliant, epic-level, wizards are tricked. The only stats I have seen for folks like this in the FR campaign setting (3rd edition version) indicates that anything giving a saving throw is not likely to work well.

For FR bashers; hey, I am not a huge fan of the setting or anything but it does have a ton of things going for it. I haven't read the long catalog of FR novels so I guess that doesn't do anything for me. I have had one DM use FR in the past, there were no "uber NPCs" involved and we had a blast. The setting is nicely detailed and has huge opportunities for gaming. What you use for gaming does not have to match a set of novels (or even gaming supplements) if you don't want it to. Personally, I prefer the Wilderlands, but hey, I do have a bit of a bias ;).

Patrick
 

Pets & Sidekicks

Remove ads

Top