The Huntsmen (My players stay out)

Ao the Overkitty

First Post
Okay. My players have earned the animosity of the North's branch of the People of the Black Blood, a syndacite of Wererat Theives Guilds operating in the North, a sect of the Cult of the Dragon, a few members of the Twisted Rune, and a couple of other minor groups whom they refuse to take seriously (one of which refers to himself as 'The Pie King'). Actually, now that I think of it, they really don't take any of these groups seriously, but no matter.

The players know they have at least one contract out on them, since they've been attacked unprovoked a couple of times (and captured one pottential assassin who said he was working for the Pie King).

Anyway, my players are soon to find out that someone they have angered has decided they need to step up their efforts to shuffle the group off their mortal coil and has hired a mysterious group of Bounty Hunters called The Huntsmen.

The Huntsmen are a group of 10 brothers who run the Bloodhound organization (Masters of the Wild prestige class) in the North. They have a reputation for being the best and to have never failed a job. They do not fear death and each of them have died several times (and since been ressurected by their living brothers). If one of them dies, the next one to come after the target is always stronger than the last.

These brothers are spiritually connected so that, if one of them dies, his "power" is distributed to his other brothers equally. This continues until the last brother is alive, who now contains the "power" of all ten brothers. This is a gift of their patron deity, Malar.

I'm envisioning them all as Ranger/Bloodhounds (possibly lycanthropes). Each one will have slightly different methods and strengths (one focuses on Intelligence, one on strength, one on stealthy & surprise, etc).

What I'm having problems with is how to define this power they gain from their sibling's death. Should it be a boost to abilities scores? Skills? Levels? Something I haven't even thought of? I'm rather stumped on this.

The group of player characters themselves currently consist of:
Human Ranger 2/Cleric of Shaundakul 5/Windwalker 4 (Shaundakul Faiths & Pantheons prestige class)
Half-Elf Ranger 5/Rogue 4/Barbarian 3 of Shaundakul (formerly of Sune)
Half-Orc Barbarian 12 of Tempus
12th level Human Fighter/Order of the Bow (though this player changes characters VERY frequently; ie once an adventure or so).

I expect this to go on for a couple of levels (a good hunter is patient, after all). As you can see, the PCs are very combat heavy. They are capable of beating down things that should be way too tough for them (provided it can be beaten through brute strength). They are completely lacking in Arcane (though the Windwalker is planning on taking Leadership at 12th level and officially picking up her bard friend as a cohort).

So, I look to the community to help solve this problem. What should these Huntsmen be? What power possesses them and how does it manifest?

Any ideas?
 
Last edited:

log in or register to remove this ad

One idea:

Wow.
Mind is running with all kinds of tangents/ideas.
Forgive this long winded suggestion but your great idea provokes it!

Make them all Mystic Warriors spiritualy linked together by a greater vitus pool granted to them by their great god Malar.

They could be Totem Warriors so you could give them cat-like, reptile-like or even dinosaur-like characteristics.

You could even go crazy and give them a demon totem-(completely made up like say a totem of a Balrog).

Then with techniques like Call Weapon, Cellular Evolution, Doom Strike, Vital Strike, Vitus Burst, they could cause quite a calamity for your tough character party.

As they are killed the next brothers absorb their deceased brothers animal totem characteristics as well as their vitus and/or possible levels/class/skills.
The final living brother might be on par with a demi-god in level giving your party even more of a challenge.
A few well placed miscellaneous magic items (such as ioun stones for extra level power as well as spell absorbtion) could make them almost unstoppable!

I would build this story gradually maybe having the brothers hire lackeys to go kill the character party first.
Choosing the battlefield for observation purposes say a ruined town. For example: Highport in the Pomarj of Greyhawk.
Creating hidden observation posts within the ruined town ( like the sniper duels at Stalingrad in WWII).
Then having the brothers (perhaps in separate locations) observe their hired lackeys fight the player characters. Noting of course the characters strengths/weaknesses if any/spells and magic items-(through the use of say detect magic).
I would have them have to observe the characters 'in game' (actually happening) even though the players might not know the brothers are there at the time.
That way it gives the players the opportunity (however slight) to
find and locate the brothers while they are watching. Pre-emptively stopping there mad schemes.
Then when they finally confront/attack the characters one of your players might say 'Hey how did he know to cast dispel magic on my potion of super-herosim? Its in my satchel how would he know I have it?' for example.
Also too be cruelly professional in the brothers personality/character I would have them attack the party at their most weakest. Say right after a hard fight when they are depleted of hit points and spell power-(yowch!)
If the party is totally routed by this I would have them capture the characters instead of killing them for some reason: ransom/torture/sacrifice/experimentation.

~H
 

Power gained upon brother's death: a cumulative +1 Luck bonus (or Profane bonus, if you prefer) to AC, attack & damage rolls, and all skill checks. So, the last one will have a +9 bonus to everything.

As to the brothers themselves, I think each should be different:

- a Barb Werewolf
- a Ranger/Bloodhound Wererat Archer
- a Ranger/Bloodhound trap-master
- a Ranger/Sorcerer tracker & sniper ("Who the hell keeps Fireballing our campsite?!?")
- a Fighter/Ranger/Bloodhound mounted combatant
- a Barb/Rogue half-fiend (different father, you know how it is)
- a Ranger/Psychic Warrior (surprise!)
- a Ranger/Cleric of Malar
- "The Twins": a pair, each an Rogue3/Ranger6/Assassin1, who always attack together, flank & slay using two-weapon fighting

-- N
 

Interesting ideas, Hunter.

Underlings of the Huntsmen (IE members of the Bloodhound organization) would make an interesting initial approach.

Particularly interesting, since the way the group is going to find out about the Huntsmen is from a Bloodhound. He is a Werewolf Ranger/Bloodhound and has referred to the party's Ranger/Barbarian/Rogue as kin and has shown a desire to keep him safe. This NPC was actually hired by the People of the Black Blood to stop the PCs a while back and went to great lengths to take the PC family member out unharmed (back when you could really boost spell DCs and Hold person only had 1 save). He actually wants the PC family member to join the bloodhounds (quickly) since they have a strong policy of not hunting their own (and he thinks the PC would make a great bloodhound). This would, of course, lead to the perilous situation of the PC either making it in the group, or having set himself up in the middle of a group trying to hunt him down. ^_*
 
Last edited:

Hmm.. What books are some of these classes mentioned in?

I have all of the 3.0 - 3.5 FR books
PHB, DMG, MM, MMII, Savage Species, 3.0 Class Splatbooks, AEG's Evil, Anger of Angels, Rokugan & Oriental Adventures.

My players have more books then I do (sad isn't it?). And can borrow.

I do try to avoid psionics, though. (Bad 2e experiences left me rather jaded)
 
Last edited:

Good ideas Nifft. Thanks. Really like the luck bonuses and the classes for the huntsmen.

Hmm.. sniper sorcerer type, huh? :D
When I'm a player, I prefer Sorcerers and am fairly nasty with them. This has led the Half-Elf (typing all his classes is getting annoying) to gain a reputation for Grappling mages, since the player knows he has to take the sorcerer out quickly.
 

The course of action I'd recommend depends on how much damage you really want to do...


The bloodhounds could work together (and probably should when taking on groups). I can imagine they would trail the party for quite a while, scrying or physically, to learn their strengths, their tactics, and their weaknesses.

Eventually, the bloodhounds would start waiting/actively trying to seperate the party members into smaller groups. Individuals alone for more than a few minutes are automatically vulnerable.

10-20 wyvern poisoned darts could paralyze a party member in a single round or 5-10 opponents could rather quickly nuetralize a single party member irrespective of classes if they've studied that party member for a while and know exactly what his capabilities are.


Now, if you truly want kill them, you certainly could. On the other hand, perhaps the organization that hired the bloodhounds merely want the bloodhounds to retrieve the party members so that the organization can kill them. Slowly.


That'd make a great story, if the bloodhounds start capturing individual party members to haul back to the organization one at a time. The remaining party members would go on the offensive, but that just works in the bloodhounds favor.
 

No, I have no personal desire to kill the party (I'm a big softy and hate killing PCs). I want this to be a challenge, for sure, but not something completely undefeatable. Course, this group of players has a reputation for pulling off the most unexpected/crazy moves, so I can usually give them something fairly tough to deal with.
 

Its a 3e edition supplement titled: Mystic Warriors
Your plotline made me think of vitus to link the 10 brothers spiritualy.
'The Vitus Pool is the reservoir from which the mystic warriors draw upon in order to perform their fantastci abilities'-end quote.
I got my copy at www.mysticeyegames.com

I think the BloodHounds are great and the fact that you have incorporated one of them into the plot with the characters is genius!
I would post it on Story Hour eventually when it is all played out!

~H
 

Great ideas Nifft and Tilla!

A Ranger/psychic warrior would probably be the ultimate Hunter/Predator....of all time!
A ranger hunting his prey by telepathy...my god. He would be unstoppable, you could never hide your trail from him (as long as your within psychic range I guess).
Once locked onto your alpha waves, forget it!

Quoting Hutch from Aliens:
'Game Over man, Game Over!'

~H
 

Remove ads

Top