Need Help on my WotBS campaign… (My Players Stay Out!)

Need Help on my WotBS campaign… (My Players Stay Out!)

Noblesville, Indiana Saturday players STAY OUT….You know who you are. ;)











(spoiler space)










I’m currently running The Scouring of Gate Pass (great module, BTW). However, I think that I made a mistake and need help to fix it.

Basically, the PCs have just retrieved the case from the elves in the carpentry shop in the elven ghetto. However, they were disguised as city guards (long story), and I ruled that the imp (I forget his name at the moment) wouldn’t have approached them, since they were also acting like city guards. (Very good jobs on the PCs part.) In retrospect, I probably should have given the imp a spot or sense motive check, but oh well.

Anyway, I figure he’s been following them, as they now have the case, and have figured out that they aren’t actually guards, they’re just masquerading as them. However, one of the PCs, a Beguiler, has the case handcuffed to his wrist and hasn’t let it go since he’s gotten it.

The PCs are ready to leave the city and head towards the Fire Forest, but they haven’t left yet.

So… two things.

1.) What kind of penalties should the Beguiler take for having the case handcuffed to his wrist 24/7? Penalties to attack? Armor Check penalty? Arcane Spell Failure? Help me out here with suggestions. :)

2.) I need the imp to make contact with them and get the case. Not necessarily the contents thereof – after all, he was just bound to retrieve the case, not the contents – and it would work much better for me if the PCs had access to the book inside, even if they can’t read it right now. I figure that the imp would follow them out of the city, and maybe confront them sometime on the road before they enter the Fire Forest. But… I can’t think of anything beyond that. How would he get the case? What could he offer them or threaten them with? I really need the Beguiler to either give up the case or at least un-handcuff it from himself. I figured the imp would be the best way, but I’m coming up blank for ideas.

Help?
 
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1.) What kind of penalties should the Beguiler take for having the case handcuffed to his wrist 24/7? Penalties to attack? Armor Check penalty? Arcane Spell Failure? Help me out here with suggestions.

How long is the chain? That determines alot of what you asked. If the case has to hang from the chain because it is very short, then I woud say a -2 penalty for spell casting failure and a -1 to attack rolls and armor check penalties. If the chain is long enough that the case is stowed in a large pouch or backpack, then don't worry about penalties.

As for point 2, just ask the beguiler if he has any spells to deter detection from locate object or similar tracing magic that would target the case specifically. Then hint that the contents of the case, being unknown by anyone tracking the case, would be unlikely to be traceable while the case surely would be. Chances are, the beguiler, now aware of a possible liability to having a trackable object chained to him, will want to open the case, take the contents and discard the case. A few glimpses of the imp following the party will reinforce that notion that something or someone is tracking the case.

If the beguiler isn't connecting the dots after making the hints above, a non-hostile encounter with the imp can drive home the point. Just have the imp say he was sent to retrieve the case and just the case and if he fails, then an even more persuasive and hostile outsider will be sent .....

If the party at this point isn't prepared to divest themselves of the case, then play out that the party from this point onward feels like they are constantly being watched and play up the feeling that something is following them but always just out of sight. After a few days of this, unless your party is totally dense, they will be getting rid of the case in short order.
 

BlackMoria said:
How long is the chain? That determines alot of what you asked. If the case has to hang from the chain because it is very short, then I woud say a -2 penalty for spell casting failure and a -1 to attack rolls and armor check penalties. If the chain is long enough that the case is stowed in a large pouch or backpack, then don't worry about penalties.

He distinctly said that he used handcuffs, so I'm guessing it's only, what, a foot long? So a -1 to attack and armor check penalties, and a, what, 10% arcane spell casting failure?

As for point 2, just ask the beguiler if he has any spells to deter detection from locate object or similar tracing magic that would target the case specifically. Then hint that the contents of the case, being unknown by anyone tracking the case, would be unlikely to be traceable while the case surely would be. Chances are, the beguiler, now aware of a possible liability to having a trackable object chained to him, will want to open the case, take the contents and discard the case. A few glimpses of the imp following the party will reinforce that notion that something or someone is tracking the case.

Not a bad idea, and much more subtle than anything I could come up with. Thanks!

(Also, *bump* in case anyone else had any ideas...)
 

Why would handcuffing the case give a spell failure chance? You only need one hand free for the somatic component. Unless the Beguiler wants to have a weapon in his free hand and cast with the hand chained to the case, I don't see why there should be a penalty.

The main penalty I could see from having the case chained to him 24/7 would be the number of people that would assume it contains something good and try to get it. He also might suffer from fatigue like you incur when sleeping in armor if he doesn't take it off when he rests.
 

Thornir Alekeg said:
Why would handcuffing the case give a spell failure chance? You only need one hand free for the somatic component.

Why wouldn't there be? Shields have spell failure, and most of them are only held in one hand. Heck, even the Buckler has an arcane spell failure chance, and you aren't even holding that, it's strapped to your arm.

The main penalty I could see from having the case chained to him 24/7 would be the number of people that would assume it contains something good and try to get it. He also might suffer from fatigue like you incur when sleeping in armor if he doesn't take it off when he rests.

Problem is, he's dressed like a guard in town, and surrounded by several other people dressed as guards (with a good Disguise check), so I don't see a whole lot of chance of that happening....
 

Goddess FallenAngel said:
Why wouldn't there be? Shields have spell failure, and most of them are only held in one hand. Heck, even the Buckler has an arcane spell failure chance, and you aren't even holding that, it's strapped to your arm.
Well, I have a small issue with shields and bucklers giving arcane failure chances for the same reason, but the way I justify that is because it is actually blocking a portion of you, protecting you from attack. Will the case give him an AC bonus?

Problem is, he's dressed like a guard in town, and surrounded by several other people dressed as guards (with a good Disguise check), so I don't see a whole lot of chance of that happening....
OK, so he won't get attacked much.

You need to find a way to get him to take it off. Fatigue could still be a factor if he sleeps with it on, so maybe it can come off at night and the imp could get it then, or maybe the imp sets up an accident that dumps manure on the party hoping they'll want a bath and take it off. Could the imp get a knock spell somehow and unlock the handcuffs?
 

Thornir Alekeg said:
Well, I have a small issue with shields and bucklers giving arcane failure chances for the same reason, but the way I justify that is because it is actually blocking a portion of you, protecting you from attack.

I can understand that, I have an issue with the Animated Shield from the DMG causing a spell failure chance and an armor check penalty, especially since you aren't even touching it (and it explicitly states that it moves out of the way for attacks - so why not everything else?)

Could the imp get a knock spell somehow and unlock the handcuffs?

This is a great idea, thanks!
 

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