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Ok, here is the leader of the Two Stars assassination squad:

Ajuntis of Telflamm

Male Human (Damaran) Rog11/Asn7; CR 18;
Medium Humanoid (Human); brown eyes, black short hair, size 1m75, weight 170 pds.
HD 18d6+54; hp 119;

Init +9; Spd 30 ft/x4;
AC 24 (+5 armor, +5 dex, +1 natural, +2 deflection, +1 misc), touch 18, flat-footed 24;

Base Atk/Grapple +13/+15;
Full Atk +18/+13/+8 Two-Weapon (primary) (1d6+4;18-20/x2, +2 Adamantine rapier), +17 TWF (sec.), (1d4+2;19-20/x2, +1 Cold Iron Spellstoring dagger, Spell: Poison (DC 15, 1d10 Con)), +19/+14/+9 Poison arrows: Giant Wasp, DC 18, 1d6 Dex (1d6+3;20/x3, +1 Composite Shortbow [mighty +2]);

SA & SQ Uncanny Dodge (Ex), Improved Uncanny Dodge (Ex), Trap Sense (Ex), Evasion (Ex), Sneak Attack, Trapfinding (Ex), Crippling Strike (Ex), Death Attack, Poison Use, Poison Resistance;

AL NE to LE;
SV Fort +11/+14, Ref +20/+23, Will +9;

Str 14(+2), Dex 21(+5), Con 16(+3), Int 18(+4), Wis 12(+1), Cha 10(+0); 32 point-buy

Skills: Appraise +6, Balance +12, Bluff +17, Climb +12, Disable Device +24, Disguise +16, Gather Information +10, Hide +26, Jump +11, Knowledge (Thesk) +9, Listen +10, Move Silently +26, Open Lock +18, Search +20, Sleight of Hand +17, Spot +11, Tumble +20, Use Magic Device +12.

Feats: Blind-Fight, Dodge, Improved Initiative, Quick Draw, Two-Weapon Fighting, Weapon Finesse, Close-Quarters Fighting, Death Blow.

• Uncanny Dodge (Ex): You retain your Dexterity bonus to AC even if flatfooted or struck by an invisible attacker.
• Improved Uncanny Dodge(Ex): You can no longer be flanked, except by a level 22 rogue.
• Trap Sense (Ex): +3 to Reflex saves and AC against traps.
• Evasion (Ex): On a successful Reflex save against a magical attack, you take no damage.
• Sneak Attack: Any time someone you attack is denied their Dexterity bonus to AC, or you are flanking them, you inflict an extra 10d6 damage. Ranged attacks must be within 30 feet to gain this, and this extra damage is not increased on a critical hit. Creatures that are immune to critical hits ignore this damage, as do creatures with concealment
• Trapfinding (Ex): You can use the Search skill to locate traps when the task has a DC higher than 20. You can use the Disable Device skill to disarm magic traps.
• Crippling Strike (Ex): If you damage someone with a sneak attack, they take 2 points of temporary Strength damage.
• Death Attack: If you study your victim for 3 rounds, attack that target within another 3 rounds, then make a sneak attack with a melee weapon that successfully deals damage, you can paralyze or kill the target if they fail a Fortitude save (DC 21).
• Poison Use: You do not risk accidentally poisoning yourself when applying poison to a blade.
• Poison Resistance: You have a +3 to all saving throws against poison

Equipment: Circlet of Persuasion, Vest of Natural Armor +1, Ring of Protection +2, Cloak of Resistance +3, Gloves of Dexterity +2, Bracers of Health +2, Ring of the Ram (21 charges), Amulet of Intellect +4, Silent Disk, Rod of Lesser Silent Spell, Goggles of the Night, Leather Armor +3, Scroll See Invisibility, Greater Invisibility, Sniper's Eye, Darkvision, Blindsight, Teleport, Potion Cure Serious Wounds (2x), Invisibility (2x), Barkskin (CL 7), Protection from Fire, Resist Acid

Known Spells (CL 7):
1: Feather Fall, Ghost Sound, Obscuring Mist, True Strike
2: Alter Self, Invisibility, Pass without Trace, Spider Climb
3: Deeper Darkness, Magic Circle against Good, Nondetection
4: Shadow Form, Sniper's Eye

Ajuntis is the perfect killer. He would not hesitate to sacrifice a lower servant to finish a job. He is not brutal but likes a clean done job (and he likes a good payment afterwards). Ajuntis is a Shadow Master of the highest ranks but not the ruler of the group. He is very intelligent, but tends to arrogance. Ajuntis keeps himself fit and his equipment clean and ready for a fight.
Typical for an assassin, he is patient until all conditions are good for an attack. He dislikes close combat and avoids it unless the odds are clearly against his foe.
 
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Dark Dragon said:
I have the idea of putting a Temporal Drake (see WotC web supplement) from a futuristic world there. He was hunting a Shadow Dragon from the same world who followed Tiamat's call as well and reached Toril with a space ship (I have the d20 future rules book). The drake was imprisoned by Chaul before he could deal with the Shadow Dragon. The party has to stop the Shadow Dragon before he could use his arsenal of futuristic weapons to cause trouble and turn the tide of the coming dragon war... That's just an idea and I'm not sure if it fits...However, I like the mix of science fiction and fantasy.

I never enjoyed space opera - or whatever you want to call that Jack Vance mixture. And I never liked dwarves with guns (or elves with katanas, for what it's worth). But I realize that may be just me. :)
As for the dragon pregnancy, for which you sound slightly excusing, the potential for powerplay is obvious, but I think that if it will be played with intelligence, this situation will provide some good chances for great role-playing.
 

Ze said:
I never enjoyed space opera - or whatever you want to call that Jack Vance mixture. And I never liked dwarves with guns (or elves with katanas, for what it's worth). But I realize that may be just me. :)

Yeah, I tried that once (giving 'medieval' people futuristic weapons), but it didn't work that good.
So, should I use a creature from a futuristic setting, it certainly will not dish-out weapons, bombs, and the like to people who cannot handle that. So, even if the party gets a laser gun, they still get a -4 penalty for making attacks with it. And they will soon learn that a proper spell is more effective than the gun...

Ze said:
As for the dragon pregnancy, for which you sound slightly excusing, the potential for powerplay is obvious, but I think that if it will be played with intelligence, this situation will provide some good chances for great role-playing.

The story about the pregnant tempest wasn't my idea, it's beginning was in the campaign before under a different DM. Even that the baby will be a half-dragon was decied (by dice... ;) ) in that earlier campaign.
But I'd like to make more of it, it is a good opportunity for roleplaying. We never hadn't such a situation before.

Well, first the group has to survive in the forest, recover, and learn to keep a low profile :]
 

Sounds like a great campaign.

I really enjoy reading of another DM enjoying the Unapproachable East. I love that sourcebook and have been running a campaign based in the Great Dale for the past year or so. I'm surprised that there aren't more DMs using it: it's got all the good bits of the FR (well-developed history, conflicts between power groups and deities) without any of the baggage (world-altering novels).
 

Last weekend, the story continued...

The party has successfully left the the prison complex and was forced to rest two hours later, because most party members were totally exhausted.

Ca. one hour later after the talk with the Green Dragon, the ranger noticed approaching persons. He found out that it may be a hunting party looking for the adventurers... The time for rest was over too early. Thirsty and exhausted, the group stumbled through the dark forest (it was still night).

They passed the ruins of an old manor. Only two rooms were still intact (meaning thick stone walls, parts of a roof, a chimney, three small entrances and three small (1 ft. square) windows. The party decided to make a stand here because the hunters were able to follow the party somehow (see below), despite the ranger's use of pass without trace. The alienist was still helpless (Str 0, Con 2) and thus must cast all his spell still...The party remained silent, but four orcs were sent to investigate the ruins. The orcs were quickly killed by the monk and 5 summoned dire lions (the dwarf was still able to use the summon monster VII given to him by the alienist earlier (see above).

However, the party's position was now well known. The hunters (a group of 40 ftr 1 orcs and 10 human ftr 3 wandering through the forest in a long line) encircled the building. They were supported by a troll, an ogre-barbarian level 3, 2 wizards level 8 and a cleric of Tiamat of level 8. Two fiendish rangers level 8 hid in sight of the main entrance to shoot everybody who would leave the ruins there. Leader of the hunting party was a fiendish ftr 6/rog 2/blackguard 8 riding a nightmare. Two more troll-fighters would join the group at dawn...

The summoned dire lions avoided an all-out assault on the ruins, they killed almost 20 orcs and humans before they were successfully dispelled by the casters or killed by the blackguard. The wizards were not allowed to cast strong attack spells (like fireball) into the ruins for the pregant tempest has to be captured alive. One wizard however used a scintillating sphere and was killed and zombified for this after the battle by the cleric.

The other wizard tried to get into the ruins invisible but was detected (i.e. heard) by several adventurers. The alienist cast glitterdust and thus marked the intruder. The monk, the ranger, and the bodyguard killed him fast...

Then the monk tried to pave the way for an escape -alone again (*sigh*). The party was virtually trapped in the ruins: the rest of the hunters hid in the forest, waiting to shoot every person trying to escape. The two fiendish rangers had marked their position with a burning torch. They hoped to draw eventual attackers to that position so that the rest of the hunters, especially the humans, could easily join the fight. The monk spotted the two rangers who observed the main entrance (distance to the building 100 ft., but the torch lit up the rangers' place). He attacked them but they were tough foes (65 hp, good melee stats). The dwarf followed the monk to help him. The rest of the party stayed in the ruins. The dire lions were already gone, so the ranger used his summon monster VII (also given to him by the alienist earlier) to call-in reinforcements in form of three elephants...

But it was too late: The dwarf and the monk were knocked out after a hard short fight by the rangers who, in return, were killed one round later by one elephant. The ogre was killed by a second elephant. The third elephant temporarily stopped the troll who was about to attack the ruins...

The blackguard was frustrated about how bad things developed, so he rode his nightmare into the ruins. The bodyguard (with only 13 hp left) attacked the nightmare but was killed by the blackguard instantly. The alienist summoned a girallon to handle the blackguard. The monster luckily dealt a lot of damage and forced the blackguard to retreat.

However, the situation was too bad: three party members out of action, and an unknown number of foes waiting to attack in the forest. The alienist, the tempest, and the ranger decided to escape using gaseous form. This worked, they took separate ways to distract the hunters further. The two remaining elephants caused still some trouble and thus covered the escape.

When the spell elapsed, the three hid in the forest: the tempest under fallen leaves, the other two in trees, all at different locations.

Meanwhile, the hunters tried to find the escapees. But thanks to the still ongoing pass without trace and the fact that the cleric and the wizard had almost totally exhausted their spell energy, the adventurers were not found. The Green Dragon had a little 'talk' with the Aspect of Tiamat shortly after he had met the fugitive party in the forest (see above). The aspect charmed the dragon and keeps it under control with a magical amulet (an iron ring with thorns and an attached chain), this works like a combined geas/charm monster. The dragon then told the hunters about were to search for the party...

The cleric didn't tell the Aspect of Tiamat that the party escaped again, fearing a cruel death otherwise. The monk and the dwarf were captured alive and questioned by the cleric. But the two prisoners didn't know the whereabouts of their friends. But they met their friend, the hathran's bodyguard, who was now a zombie...The monk was brought into the ruins of the manor for later torture. He was enchanted with a dimensional anchor and tied to the chimney, two thugs were the guards.
The dwarf should be handed to the orcs for torture as well. The dragon had the idea that the dwarf may lead the hunters secretly to his friends later (since scrying was not possible at the moment and a relative unsure method of location), so he suggested the cleric to give the dwarf to the dragon. The cleric failed his save and thus agreed. The dragon took the dwarf and freed him secretly. Then the dragon returned to the hunters and the blackguard, telling them that the dwarf 'is on his way to Dugmaren Brightmantle '(somewhat true...). The dwarf didn't realize the bluff and was happy about the new 'ally'.

The monk was able to loosen secretly the rope that bound him to the chimney. When the cleric showed up, he broke free (although his legs and hands were still bound by iron manacles). Despite a bad AC, low hp and an impaired movement, he tried to escape again. The cleric was surprised and also failed his save against the monk's stunning fist. The two thugs (ftr 1) fell under the monk's blows quickly. In round two, the cleric saved against the next stunning fist and yelled for help, then he cast blindness on the monk. The monk saved and attacked the cleric again. In the third round, the cleric healed himself a bit, but the monk hammered the cleric again. In round four, two orc fighters (ftr 2) arrived at the scene. They were disabled quickly, the cleric cast a healing spell again (but I rolled low). Now the monk was able to finish the cleric off. Then, before the arrival of more fighters, he hid within the chimney, hoping that the dimensional anchor would elapse soon. He was not able to outrun his foes, but his dimension door ability should help... The orcs didn't find him there. The blackguard ordered the hunters to spread out and search the monk. Ajuntis (see above) has arrived at the ruined manor shortly before to talk with the blackguard (another Shadow Master from Telflamm). Ajuntis climbed the roof of the ruins and eventually looked into the chimney. In the same moment, the anchor spell elapsed and the monk escaped...He broke the manacles and was then able to outrun the hunters.

Meanwhile, the ranger, the tempest, and the alienist recovered a bit, they slept 12 hours... The alienist summoned a phantom steed to cover some distance, however, he was becoming sick with filth fever... The ranger headed east and found enough water and food to survive. The tempest had bad luck, she turned south and barely found food and water.
The hathran had escaped Thay and used several sendings to organise a meeting with her friends near Lake Murthil (ca. 40 miles away from the manor). Everybody except the tempest now tried to go east and reach the lake.
The ranger had no problems in getting along, to avoid easy scrying, he walked only during the night. On his way, he created a few simple arrows with bone tips to have more ammunition. The alienist reached the lake first and was healed by the hathran before becoming seriously ill. The monk, thanks to his tattoos, didn't need food and water, also made his way to the lake.
The dwarf found no food and water, but he didn't get lost. Already starving, he was found by the monk. The monk had met the alienist and the hathran at the lake earlier. The hathran had brought food and water, then she localised the position of the others via circle dance. The monk brought the dwarf to the lake.
The tempest ignored the hathran's sending and tried to reach the small city of Tammar (80 miles away!). She also found no food and water and was starving. She reached the road from Tammar to Kront, encountered a few caravans, but was treated like a beggar. However, she was given some water and even offered a trip to Kront, but she refused any company. The hathran finally used wind walk to find the tempest and bring her to the lake. So it happened, the party is now at the eastern shore of Lake Murtil in Thesk...

The hathran was not sure about the security in Immilmar. She dropped a message to her mother about what happened, grabbed some travel stuff, weapons and spell components, then she left Rashemen immediately for the Lake Murtil to meet her friends. She has the feeling that something is wrong (and she is right, her mother was replaced by a durthan, but the hathran does not know this yet!).

The green dragon tracked the dwarf and leads the hunters and the blackguard, almost ready to strike...

@ Imruphel: Unapprochable East is used first in this group of players. We used the Heartlands setting before.
UE is quite nice, and gives the DM a lot of room for a campaign.
 
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The tempest ignored the hathran's sending and tried to reach the small city of Tammar (80 miles away!). She also found no food and water and was starving. She reached the road from Tammar to Kront, encountered a few caravans, but was treated like a beggar. However, she was given some water and even offered a trip to Kront, but she refused any company. The hathran finally used wind walk to find the tempest and bring her to the lake. So it happened, the party is now at the eastern shore of Lake Murtil in Thesk...

I don't get it, why did the Tempest ignore the call? And why was she so easily led away when the hathran showed up in person??
 

Ze said:
I don't get it, why did the Tempest ignore the call? And why was she so easily led away when the hathran showed up in person??

Oh, I forgot that to mention, have to clarify it...

The tempest thought that it would be the best for her friends if she stays away from the party. She has a CN alignment (and only a Wis score of 10) and thus sometimes makes unpredictable decisions ;)
Second, she hoped that she has better chances to survive in a town than in the wilderness.

That's what the tempest told her friends when the party was reunited at the lake later.

However, she totally forgot that the Shadow Masters are perfectly adapted to 'urban warfare'. Her chances to get along unnoticed in Tammar would have been quite low...
This was pointed out by the tempest's friends as well.

The hathran used circle dance and wind walk to finally meet the tempest when it turned out that the tempest still went south, despite running without water now for several hours...

When the hathran showed up, the tempest tried to hide, but she wasn't successful (the area was not very good, it was some sort of low gras prarie). So the hathran found her. After some questions the tempest was convinced that the hathran is not a disguised assassin and the two travelled back to the lake using wind walk.

I could have used a disguised attacker to capture the tempest again or lead her away from the party (she has a low sense motive skill). However, the cleric of Tiamat was dead (killed by the monk) and the green dragon has no means of scrying. Second, the tempest made her save against the scrying attempt of the wizard of the hunting party (it wouldn't have been useful for the wizard even if she failed her save, all he'd have seen was walking her through a grassy plain!).
Third, the green dragon likes this hide-and-seek game and wants the party united before he makes his next move. The dragon is very confident about his powers and regards the party as an amusing foe. However, he does not know yet that the hathran has joined her friends again.

The Shadow Masters assassination squad (except for Ajuntis) was busy in Two Stars in the meantime: Lady Gallidy had employed two adventurers as bodyguards. These two are former PCs from an older campaign, both are at level 21 (a wild elf rog 13/asn 3/tra 5 and a halfling rog 16/shd 5, they are very good friends; the asn is not evil anymore). Their job is to protect the Lady and thwart the Shadow Masters' plans for Two Stars. They have met the party earlier in Two Stars, but the meetings were not very friendly: the dwarf knew a bit about the wild elf assassin and outright 'titled' the elf as a cutthroat... So the two bodyguards were not really motivated to help the party in her struggles... :p but they prefered to work alone (they are a very good team, as was shown in older campaiggns :cool: ). Actually, one of the first encounters of my campaign involved a meeting of the party with the wild elf. But it was messed up a bit by the dwarf's and the alienist's low (better: non-existent) diplomatic skills :lol:

Well, these two rogueish bodyguards are now the last hindrance for the Shadow Masters to control Two Stars through Lady Gallidy. They will not leave the city unless ordered so by the Lady. So the Shadow Masters now focus their attacks on the two rogues. So far, the two escaped all traps and fend-off all attacks by the assassination squad. The escape of the party, however, causes some distraction at the moment. The Shadow Masters know that the party will show no mercy, should they ever meet again...
 
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