You can run. But you cannot hide! About DMing, ideas?...Münster guys: STAY OUT!!!

The Blow Leprechaun said:
Another thought, you've mentioned that at least one of the party members has a low sense motive. These Shadow Masters need to use more deception!

Remember that scene in Mission Impossible 2 where Tom Cruise puts a mask of his face on the bad guy's assistant and basically tricks the bad guy into killing his buddy? What if the Shadow Masters did something like that (via polymorph any object, maybe?) to an innocent and tricked the PCs into killing someone who didn't deserve it?

The monk has established a pattern of going off by himself, and the Shadow Masters have already shown themselves capable of taking him captive - what if they did that again, then took an innocent and polymorphed him to look like a Shadow Masters, one of the real Shadow Masters took the form of the Monk, brought him back and says "look what I caught! let's execute him!" and if they do, the fake monk then teleports himself out while the other Shadow Masters have the guards show up and see the PCs standing over the body of an innocent they just murdered. Talk about ruined reputations!

You might have to get the monk to play along a little bit, depending on how good your players are at separating character knowledge from player knowledge.

I use that as a background story at the moment, well, at least in parts. The PCs escaped from prison and now the Shadow Masters know that (Ajuntis was close by when the monk escaped from the ruined manor). The Shadow Masters have two options:

1) Hunt the party somewhere in the wilderness. This is difficult, because the Shadow Masters have very low ranks in survival and because teleportation is not that easy in this group (see house rules).

2) Use the spy network in all major towns. If the PCs show up there, the network will pass the information to Ajuntis' party. To make it more difficult for the PCs to resupply themselves in a Theskian town (or a major city elsewhere exept in Rashemen), Ajuntis and his allies started to put up a bad reputation in the name of the PCs (i.e. slaughtering harmless people in an 'inscenated' fight, stealing goods, summoing strange monsters, replacing clerics...). However, since the party is now free for about three days, Ajuntis had not much time for this plan (except for Two Stars, where he was quite successful ;) ) This gives the party the possibility to interfere. But to do that they have to go to a town and muscle on the Shadow Masters' terrain... :]
The party has to learn what is going on in the towns and that they should involve themselves. Attacking the Thayans is not a good idea at the moment!

The idea about Trap the Soul is quite nice, especially if all other options of the foes have failed :]
 

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Dark Dragon said:
The party has to learn what is going on in the towns and that they should involve themselves. Attacking the Thayans is not a good idea at the moment!
Does Lady Gallidy have any way of contacting them (via sending or similar)? Perhaps she believes in their innocence and wants them to return to defend their reputations.

Or maybe even better, she believes they're behind all the awful things happening and wants to call them to accounts?

Just how far from the Two Stars are they? If it's not super far, maybe the Shadow Masters do something particularly heinous and leave a false trail as though they had come from the place where the PCs are. I'm sure with some scrying at regular intervals they could figure out where they are.

If worse comes to worst and you need some kind of Deus Ex Machina to keep them from attacking the Thayans, you could come up with some sort of atonement/restoration side quest for them to help the Alienist get his Con back. Maybe the outsider he struck the deal with needs him to do something. That could at least delay them a little bit.

Maybe whenever they go somewhere to do anything, the green dragon takes up residence in the now vacant fortress they comandeered ;)
 

The Blow Leprechaun said:
Does Lady Gallidy have any way of contacting them (via sending or similar)? Perhaps she believes in their innocence and wants them to return to defend their reputations.

Or maybe even better, she believes they're behind all the awful things happening and wants to call them to accounts?

Hmm, that is a scenario I haven't worked out yet, so it is good that you mention it :) The high priest of Two Stars is the Lady's brother, Shanton Gallidy of Shaundakul. The Shadow Masters kidnapped the cleric's assistant, Pelerin of Shaundakul (the PCs know that) and use him to force Shanton to do the Shadow Masters' bidding (the PCs don't know this). Shanton is LN and at level 11. So far, he was not successful in finding Pelerin. To save his assistant, he retired from all official work, leaving the Lady to make all decisions alone.

Hm, the only hope for the Lady are her two rogueish bodyguards, but those two begin to notice that they are fighting in a lost battle: they can protect the Lady but not everyone in town :( The two may conclude that the Lady is not in immediate danger since the Shadow Masters want to use her as a puppet. The Lady may see a solution of the problem in delivering the PCs to Shadow Masters (would be treason, of course, but she is of CG alignment), but OTOH, the party has fulfilled all her earlier jobs.
However, the party was not able to stop the Shadow Masters and some party members have shown some disrespectful behaviour in town (especially the dwarf and the alienist, but it was nothing serious).

The Blow Leprechaun said:
Just how far from the Two Stars are they? If it's not super far, maybe the Shadow Masters do something particularly heinous and leave a false trail as though they had come from the place where the PCs are. I'm sure with some scrying at regular intervals they could figure out where they are.

The party is about 100 miles NW of Two Stars, north of Lake Murthil. Scrying does not give detailed information about the general wherabouts of the target (only 10 ft. radius, IIRC). So far, the Shadow Masters only know that the party is somewhere in the wilderness. Hm, I could use the wiz/acm to cast another Demand to learn where the party is...

The Blow Leprechaun said:
If worse comes to worst and you need some kind of Deus Ex Machina to keep them from attacking the Thayans, you could come up with some sort of atonement/restoration side quest for them to help the Alienist get his Con back. Maybe the outsider he struck the deal with needs him to do something. That could at least delay them a little bit.

The Thayans are a bit too strong at the moment. The party is not prepared for a fight with powerful spellcasters.
Hm, if everything fails, the hathran (now a telthor, unknown to the party) could point it out, since the party is now close to the place where she died. But I'd like to use her as a last option. Another help maybe the former slaves of the hobgoblins. The slaves are some bandits of the Robin Hood or Ronja's bandits type (they are all CG or NG).
The alienist should seek some sort of restoration, a good aimed Fireball would kill him outright. The outsider cannot help him here directly (my ruling), but could point out a possible way for cure; Jasmina had only one component for Restoration and the alienist refused to get it consumed (it may have been important later, so he argued). His only help may be Shanton Gallidy or another high priest of a different temple in a different city. The alienist strongly dislikes Shanton... ;)

The Blow Leprechaun said:
Maybe whenever they go somewhere to do anything, the green dragon takes up residence in the now vacant fortress they comandeered ;)

The green dragon has to fulfill his orders and he'll do unless the party has a very good point to convince him not to do it (a bit like Luke convinced Darth Vader ;) ). This should encourage role playing (as should do the dragon's power, a melee fight would result in a TPK!).
He will hunt the adventurers, he is not allowed to make up a new stronghold...
 

Sounds like you could use the hathran to convince the party to try and rescue Pelerin and thus convince Shanton to restore the alienist. Or maybe Shanton finds out about the alienist's troubles and comes to the party, asking their help in finding Pelerin and in return he'll restore the alienist. Could be an interesting conversation considering the probably mutual dislike Shanton and the alienist have for each other.

With the green dragon, what I was suggesting was more that while the party's out doing something else, they come home to find the dragon has taken over their fortress and is waiting for them. Rather than hunt the party, he'll wait for them to come to him.
 

The Blow Leprechaun said:
Sounds like you could use the hathran to convince the party to try and rescue Pelerin and thus convince Shanton to restore the alienist. Or maybe Shanton finds out about the alienist's troubles and comes to the party, asking their help in finding Pelerin and in return he'll restore the alienist. Could be an interesting conversation considering the probably mutual dislike Shanton and the alienist have for each other.

The hathran should be my 'last reserve' if everything goes in the wrong direction. But I got the idea that the healer (a druid lvl 2) of the former slaves in the castle could point out that a cleric is needed.
Shanton does not know that the adventurers are free. Due to the alienist's behaviour, he didn't search them, assuming that they are dead. So far, the party didn't contact anyone of her former 'allies' (these are the Lady, her two bodyguards, Shanton, the wizard Staffwielder of Phsant, the adventure party 'The Diamond Hand' (rescued by the PCs in an earlier campaign), and the captain of the guard in Two Stars, called Krekshaw (a half-orc, somewhat disliked by the dwarf)!
If the party manages to contact Shanton, it should be indeed an interesting conversation :cool:

The Blow Leprechaun said:
With the green dragon, what I was suggesting was more that while the party's out doing something else, they come home to find the dragon has taken over their fortress and is waiting for them. Rather than hunt the party, he'll wait for them to come to him.

Yep, a possible option. But so far, the party hasn't made a decision about the castle and its inhabitants. That will happen next saturday. Hopefully.
 

Here are the stats of the Green Dragon:

Istandilar, Fog of Horror

Fiendish Very Old Green Dragon (CR 21), LE Huge Extraplanar Dragon [Air]
29 HD

Initiative: 4
Speed: 40 ft., fly 150 ft. (poor), burrow 40 ft.
Space: 15 ft. x 15 ft.
Senses: Darkvision 120 ft., Low-Light Vision 4x better than human, blindsense 60 ft., Spot +29, Listen +29

Languages: Draconic, Common

Frightful Presence 270 ft. radius, DC 28, maximum affected Creature: 28HD
HP: 362 =(29d12 +174 (CON))
AC 36, touch 8, flat-footed 36 =(-2 size, 28 natural)

Saves: Fortitude +22, Reflex +16, Will +20
Immunities: Sleep, Paralysis, Acid,
Resistances: DR 15/magic; SR 25, Resist Cold & Fire 10
BAB: +29
Grapple: +48
Trip: +19 vs. being tripped: +23

Full Attack: 1x Bite +38 (3d8+11; 19-20/x2), Reach 15 ft., and 2x Claw +36 (2d6+5; 20/x2), Reach 10 ft., and 2x Wing +36 (1d8+5; 20/x2), Reach 10 ft., and 1x Tail Slap +36 (2d6+16; 19-20/x2), Reach 10 ft.,
Or 1x Crush; DC 30 , 2d8+16 in space of dragon ( Max. vs. Small sized creatures)
Or 1x Breath Weapon; DC 30 (50 ft. Cone of Corrosive Gas [acid])
Attack Options: Flyby Attack, Hover, Power Attack, Silent Spell, Blindfight, Smite Good (+20)

Abilities: STR 33; DEX 10; CON 23; INT 18; WIS 19; CHA 18

Feats: Improved Natural Attack (Bite), Multiattack, Flyby Attack, Hover, Improved Initiative, Power Attack, Silent Spell, Improved Critical (Bite), Improved Critical (Tail Slap), Blindfight

Special Qualities: Water Breathing (Ex): A green dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged. Immunity to Acid
Spell like Abilities: 3/day—suggestion (adult or older), dominate person (ancient or older); 1/day— plant growth (old or older).
Age: 798
Skills: Appraise +14; Bluff +29; Concentration +21; Diplomacy +14; Gather Information +14; Hide +2; Intimidate +29; Knowledge (Arcana) +19; Knowledge (Geography) +9; Knowledge (Nature) +9; Knowledge (Planes) +5; Knowledge (Religion) +9; Listen +29; Sense Motive +29; Spellcraft +19; Spot +29; Use Magic Device +19

Spells as Sorcerer (CL 11, DC = 14 + Level of Spell), Spell Points: 225
Level 0: (10 known): Detect Magic, Prestidigitation, Mending, Ghost Sound, Read Magic, Disrupt Undead, Guidance, Launch Bolt, Resistance, Daze
Level 1: (6 known) : Magic Missile, Shield, Mage Armor, Disguise Self, Grease, Ray of Enfeeblement
Level 2: (6 known) : Glitterdust, See Invisibility, Scorching Ray, Cat’s Grace, Mirror Image, Resist Energy
Level 3: (5 known): Haste, Dispel Magic, Lightning Bolt, Nondetection, Ray of Exhaustion
Level 4: (4 known): Greater Invisibility, Black Tentacles, Confusion, Dimension Door
Level 5: (3 known): Wall of Force, Hold Monster, Telekinesis


Have to add some equipment, like bracers, an amulet and two rings (nothing else, it would otherwise stretch imagination ;) )
 

Dark Dragon said:
Have to add some equipment, like bracers, an amulet and two rings (nothing else, it would otherwise stretch imagination ;) )
I believe the Draconomicon has equipment tailored for dragons. Maybe it wasn't the Draconomicon. If I remember, I can look into it when I get home.
 


Unexpected actions

'Unexpected that is' (Yoda) ...

The story continued. But I think that some PCs are trying to commit suicide :confused: :\

The party stayed two nights in the castle. The ranger was hunting rabbits because the hobgoblins had used up almost all food stored in the castle.

The monk took care for the rest of the party (he has a quite good heal skill). The freed slaves helped as good as possible. The druid and healer of the slaves was concerned of the alienist's poor condition and suggested to search for an experienced cleric. While the group was discussing the proposal, the Shadow Masters wiz/acm cast a scry spell on the tempest. This was noticed by the alienist (he casts detect scrying every day), he succeed in a CL check and received an image of the person scrying. It was someone with the same appearance as the alienist. The wiz/acm uses always alter self to avoid of being identified. ;) The alienist also learned that the person is most likely in Two Stars. Then the alienist dispelled the srcying sensor.

Later, the party was thinking of going either to Two Stars, the monk's cloister of Hoar or to the city of Velprintalar to ask for help, equipment and shelter, the wiz/acm cast a demand on the tempest, asking her to tell only him about the current location of the group and the plans of where to go next. She failed her save but during the still ongoing discussion with her firends, she obviously lied that the party's plans are a secret (she rolled two 1's on her bluff checks). The alienist cast a Mind Blank on her and thus suppressed the Demand, but it was too late.

The party decided to leave the castle via Phantom Steed next morning and asked the leader of the slaves to guide the group to the cloister. The rest of the castle inhabitants were asked to hide in the empty cave of the displacer beasts, just in case...

The adventurers arrived at the cloister and asked for protection and help. After a short discussion with the master of the guards (who was not really happy about the party bringing problems to the cloister and vaguely remembered the monk to keep an eye open under ANY circumstances), the group was granted access and given a room for the night. The monk was asked to keep an eye on his friends (especially the alienist was not welcome because he had caused some trouble in the cloister in an earlier campaign), they were not allowed to wander around alone.

In the evening the monk was asked to meet with the high priest of the cloister. The monk explained the situation. The high priest answered that the cloister IS in great danger, but he'd search for a way to keep the tempest's child (should it ever be born) hidden from Tiamat's claws.

Background: After the wiz/acm learned a bit of the party's plans, he and his allies decided to visit the possible destinations of the adventurers. The green dragon had returned to the material plane in the meanwhile (the party has rested too long...) and was sent to the cloister along with the blackguard and his nightmare. The wiz/acm and the bard went to Velprintalar, Ajuntis and the doppelganger would stay in Two Stars. They assumed that the party would not stay in the castle...However, the wiz/acm and the bard would meet the dragon and the blackguard before near the cloister for a sinister plan. He was quite confident that the party would go to the cloister because of its remote location and the absence of Shadow Masters. Nevertheless, he wanted to keep an eye on the other locations as well.

He and the blackguard sneaked into the cloister and surprised the high priest (a LN mnk 4 / clr 10). The priest was enchanted first with Charm Monster, then with a Programmed Amnesia (see Complete Arcane). The first spell was used to ask the cleric to send most of his students away for an 'outdoor training'. The second spell should trigger when the priest meets the adventurers and the dragon and then should activate false memories: 1) There is a deal with the dragon to hand the party over because the group is a foe, and 2) the cloister's students are hostages of the dragon, the deal would set them free. After this was done, the bard cast Modify Memory to let the priest forget the meeting...Then the two teleported to Velprintalar. The idea was to turn an ally of the adventurers into a foe...and it almost worked.

The monk didn't notice that the priest said that the cloister IS in danger (I didn't allow sense motive checks here, but it was not neccessary: the monk's player didn't even ask about a check ;) ). The monk successfully arranged a meeting of the party with the high priest for the next morning.

After the meeting, the monk returned to his friends and the party had a restful night. In the meanwhile the dragon and the blackguard organised their coup for the next morning. Their problem is that they were not able to inform the other Shadow Masters (no sending available). Since most students were away, they could observe the cloister almost unhindered.

Next morning, the adventurers were invited to meet the high priest. The meeting room was a windowless 20 x 30 ft room with a wooden floor, a large entrance to the outside and two doors to other parts of the main building. When the party had entered and taken place, the high priest appeared and welcomed the party. But then the dragon appeared outside the room, he smashed the door open and blocked the main way out (he didn't enter the room). The second door also burst open and the blackguard rode his nightmare into the room. The adventurers were quite surprised, the monk very upset that he wasn't warned...But to their surprise, the dragon said that he has made a deal with the high priest. He wants the tempest and would leave the rest of the party unharmed. The blackguard acted suprised as well (he wasn't really surprised because this was planned with the dragon), insisting that the group must be kept in custody to avoid vengeful actions. The high priest wasn't informed about this (of course), although he succumbed to the Programmed Amnesia, he was puzzled about the Blackguard's demands and could not agree. However, he stayed calm, while the monk was getting really angry because his teacher obviously turned traitor :]

The party tried to find out what would happen to the tempest IF she would taken away by the dragon. The dragon told the group that she would probably be killed after the child was born, but the Aspect of Tiamat has granted him some freedom during negotiations. He would allow the party to pay some money to get her free again later. The blackguard still played his part in the scene well (again no player asked for sense motive checks against his bluff checks, they only checked the dragon's words, but those were all true) and posed to be very angry. Some party members, especially the monk and the dwarf, tried to talk to the dragon and convince him that the chain around his neck is suppressing his free will, but their diplomacy checks were quite low. The tempest then asked the dragon if he still needs the blackguard, and the dragon answered: 'He is still useful for me.' The tempest seemed to accept the deal with the dragon for a moment (supposed that her friends could pay the ransom and thus setting her free), but suddenly, without provocation, she drew her weapons and attacked the blackguard :eek:

Then things got ugly.

Initiative was rolled. The alienist went first and tried to summon monsters. The dwarf attacked the blackguard but in return, the blackguard hammered the dwarf with two well placed crits (he uses an adamantine human bane scimitar +2). The dragon knocked the alienist out with magic missiles. The monk tried to save the situation by shouting to the dragon that the party will negotiate after the party has dealt with the blackguard (stupid idea, the party was not in the position to demand something :mad: ). The ranger healed the alienist and the tempest attacked the blackguard again.

Round 2: The alienist cast a Wall of Force to keep the dragon out. The dwarf attacked the blackguard again, who, somewhat wounded, rode the nightmare into the air (the room has a ceiling at ca. 30 ft.). The dragon dimension door'd himself into the room. The monk jumped on the back of the nightmare and tried to grapple the blackguard but failed. Ranger and tempest prepared their bows and fired on the nightmare or blackguard.

Round 3: The alienist cast another Wall of Force in front of the dragon. The dwarf guarded the high priest (who stayed calm during the fight). The blackguard now focused on the monk and dealt heavy damage. The dragon hammered a big hole into the wooden floor (big enough to let the breath weapon pass underneath the WoF...). The monk again tried to grapple the blackguard but again failed. Ranger and tempest fired again on the blackguard.

Round 4: The alienist tried to cast a Maze on the dragon defensively, but he failed due to his low Con... :p . The dwarf, low on hp and fearing that the dragon's breath may kill his friends, heroically placed his butt into the hole in the floor, hoping to block the breath at least a bit. :lol: :cool: The dragon used his breath weapon but now the high priest cast a Mass Resist Acid (20 points). Everybody survived (even the blackguard and his steed) except for the dwarf (no save, because he tried to block the attack). The monk attacked the blackguard normally, but again missed often. The tempest summoned two girallons (a gift from the alienist, see above), but only one fitted into the room.
Now the fate of the blackguard was sealed and he was killed during an attempt to escape via Gaseous Form...

The fight calmed down when the dragon threatened to kill everybody in the room with another use of his breath weapon. The various WoF vanished after some rounds, the alienist prepared himself to cast a new one, should the dragon attack again. The party decided that talking and fighting are no options, since the dragon was on the verge to kill everyone (except for the tempest), and tried to escape into the inner parts of the building...The dragon tried to follow but now the alienist cast his WoF and kept the dragon away. The dragon used another Dimension Door and left the building.

The monk now accused the high priest of treason. The cleric answered that he had no choice since his students were hostages of the dragon and his ally. The monk was upset that he was not secretly warned but the cleric feared that even a secret warning could be noticed by the foes. The monk stated that the death of the students would be a small price compared to what might happen if Tiamat's plans would succeed. Harsh words, even for a LN character, IMO ...The cleric disagreed, saying that he never would sacrifice innocent people for any cause. Anyway, the monk and the tempest refused to be healed by the cleric or accept any help from him. The monk left the room in anger. Meanwhile, the party took the stuff of the blackguard, and the alienist checked for magic. He noticed a strong aura of the enchantment school on the cleric and cast a Mind Blank on him. Now the cleric realized what truly has happened. And it seems that the wiz/acm has almost reached his goal to separate the group. The cleric offered all possible assistance. He cast a restoration on the alienist, thus improving his chances to survive greatly.

However, the dragon was still out there, flying above the area, ready to attack everybody outside the building. The cleric opened the cloister's armory, the adventurers equipped themselves. In addition, the cleric told the group that in the temple of Hoar (a small building close to the main house) five capable masters of the cloister may still reside (unless the dragon has destroyed the temple). Most of them are good in melee combat, but one is an arcane caster (CL 11), and another a favoured soul (CL 12). The monk was made invisible and sneaked up to the temple (a distance of ca. 150 ft.). He entered the building unnoticed and found the five masters and and group of 15 students hiding in there. They were unsure about the dragon and considered themselves not able to handle the creature (the masters were at CR 10 to 12...). The monk told them what has happened and asked them to come to the main house so that the group is united. They agreed and decided to leave the temple a few minutes after the monk has left.

But when the monk went back to the main house, he was heard by the dragon and instantly attacked with the breath weapon. The monk survived and hid in the main house. The dragon now turned his attention to the temple: he smashed the roof and found the people in the building. He attacked them instantly. To save what could be saved, the adventurers left their hiding places and attacked the dragon again...

The alienist summoned a roc, cast Bigby's Grasping Hand and slowed the dragon with a Solid Fog. The roc and the grasping hand were not successful in stopping the dragon. The ranger and the tempest fired arrow after arrow but they dealt only minor damage. The cloister's wizard used lightning bolts, fireballs and magic missiles, but the dragon's SR was too often a problem. However, the distraction was successful: Now the dragon attacked the ranger and almost killed him (the ranger was at negative hp when the dragon dropped him, but the alienist saved him with a Featherfall). Then he turned against the alienist, forcing him to retreat into the building again. The dragon ignored the roc and the melee fighters. But when he attacked the alienist, he had to fly at a very low altitude. The monk used the opportunity to jump at the chain around the dragon's neck. The dwarf had learned in an earlier meeting with the dragon that the chain forces the dragon to fulfill Tiamat's orders. The monk hoped that the destruction of the chain will end the fruitless battle. He was able to deal some damage to the chain before the dragon knocked him out (negative hp) and let him fall. The alienist used the distraction to return to the fight, he saw the falling monk and saved him with a Featherfall. The cleric cured the monk just in time. The dragon attacked the alienist again, thus giving the monk the time to jump at the chain again and dealing enough damage to destroy the thing. The dragon stopped his attacks, surveying the destruction caused with a smile.


So far... I had to improvise a lot, since I never ever expected such actions... a fight agianst a huge fiendish green dragon + a blackguard? With poorly equipped and wounded PCs??? WTH?! Two additional PCs would have been dead; only because the alienist was at the right place at the right time they survived! Hm, I seriously considered a TPK after the talk to the dragon failed due to the tempests' initiation of the fight after the dragon's warning. The session showed some lack of role playing, instead it seems that the players think that fighting is a favorable option despite unfavorable conditions.

I considered three options for the group to get out of this.

1) Use diplomacy. If the party would have tried together to explain the dragon Tiamat's plans, that he is not free in his decisions and probably disposable, the effect of the chain would have been suppressed for some minutes, giving the party time to destroy the thing. The dragon would have been allowed another Will save against the charming power of the chain (DC 25) if the party manages a diplomacy check DC 25 (reasonable if the group would have worked together).

2) Hand the tempest over to the dragon, use scry and circle dance to track her and free her at the best opportunity. Not 100 % likely, but the tempest's earlier actions let me assume that she would accept the deal (being set free later) to save her friends. I should consider her CN alignment stronger from now on ;)

3) Secretly check the cloister if everything is REALLY ok. The Shadow Masters have shown that they are masters of deception and infiltration. Plus that the party knew that the tempest was forced to tell something about possible destinations. The group could have found out that many students are away for a 'training', that the high cleric is enchanted, and that the blackguard is a magically disguised lesser guard of the cloister. All strong signs that there is something wrong and that it is better to leave and seek a way to handle the problem under better conditions.


We'll see. Next sunday is the next session. So far, I'm pretty sure that the party will not gain magical benefits out of this battle, the dragon will claim the blackguard's stuff for himself, there won't be a discussion...
But otherwise, it seems likely that I have to improvise again, the party is changing plans quickly instead of solving problems step by step. :\
 

I had some time to think about what may happen next, depending on the PCs' actions.

Most important is that they don't provoke the dragon Istandilar again into a fight, even when he claims the blackguard's stuff for himself as a payment for 'working' for Tiamat and the Shadow Masters.

Should a PC disobey the dragon's orders (these are: handing over all the blackguard's and the dwarf's items intact, getting cured from all wounds and ability damage, and the promise that the party will not fight again against the dragon), he'll ask ONCE if the group feels being treaten unfairly (I like Darth Vader's sentence :cool: ).

If there is no answer, he'll start to take whatever he wants from the dwarf and the blackguard.

If the answer is yes, he'll kill that person...(if it is the tempest, he'll knock only her unconcious because of her half-dragon baby). The dragon has lost about 1/3 of his hp and 1/2 of his spell points. The alienist is totally exhausted (ca. 1 % spell energy left, barely enough for a level 3 spell), the monk and ranger have only a few hps left, the NPC wizard and the cleric are also low on spell power and hps. Even the other masters (all melee experts) of the cloisters were heavily wounded by the dragon's breath. Only the tempest is quite fit.

Sounds harsh, but I think anything else would make the dragon appear weak (and the players may think that their PCs always get out of such a situation by making demands that someone in real life never would make). The NPCs would never help the party if a PC provokes the dragon.


Should the party survive this, they have to handle some problems:

1) The dwarf is dead. How and where find someone who raises him? This is roleplaying only, the player of the dwarf has already made a new PC - a dragon disciple :lol: The cloister's cleric is not able to do this, and since the church of Hoar is not widespread, he is not sure about where to search for a more powerful cleric. Maybe in Mulhorand someone may help.

Hmm, have to think of a way to introduce the new PC to the party...

2) Jasmina is dead. Only the dragon knows this for sure. To get her raised, the party should consider to go to Rashemen and ask Jasmina's mother (replaced by a durthan) for help...This would create the link to the chapter of the campaign that is set in Rashemen...

3) What about the missing students? The dragon knows where to find them, they were brought to a nearby cave, the dragon blocked the entrance with boulders. He is willing to help here.

4) The Shadow Masters now know about the castle and the cloister. The party has lost two hiding places and gained not much. At least the dragon is not a foe anymore.
In addition, Istandilar knows the Shadow Master wizard and the bard and could provide some information about them (if asked). Although he does not know the names of the two guys, he has seen them without disguise and knows about their possible destination. If the party is smart and able to convince the dragon to play his part in the game, they could lure the wizard into a trap. The wizard casts a sending on a regular basis and has told the dragon that he'll ask about the proceedings at the cloister next (that is, the current) day...However, the dragon will not participate in a fight, if the party fails, he could still kill the wizard. If the party wins, he'll 'ask' nicely about his share of the loot ;)

The wizard and his bodyguards will want to meet the dragon at a remote, barely accessible point several miles away from the cloister, too difficult for the party to reach by horse. Since the spell power of the party is almost depleted, a travel by phantom steed is impossible. Time is a critical factor, waiting a day to recover would ruin the idea of a trap, since the wizard would check the party with a scrying spell again.
The only option is the dragon himself who could carry the four adventurers (two on his back, two in his claws)... IF the party gets the idea of the trap at all :heh:


Again, I appreciate all input!
 

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