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over the top

Last sunday, the party survived ;)

The dragon Istandilar has made his demands, and 'only' the tempest was foolish enough to say 'yes' when the dragon asked the party about an unfair treatment...
Istandilar pummeled her into unconciousness, and the rest of the group did not help her.
When he 'asked' about healing, the party was forced to give him all remaining healing potions...

After everything was settled, the dragon and the adventurers discussed about Tiamat's plans and the involvement of the Shadow Masters. Istandilar and the high priest told about the Shadow Masters' plans for the cloister and the prepared ambush. The dragon also mentioned that the wizard will most likely cast a sending soon to get informations on how things are going on. In addition he proposed two options: either he'd lie (but only because the Shadow Masters used him in their plans without paying the dragon properly) or he'd tell the truth. The second option would certainly lead to the destruction of the party and the cloister...

The party asked what would happen if the dragon tells the wizard a lie. Istandilar answered that the wizard would meet him at a remote place several miles away. Slowly the idea for a trap came up, however, the main problems would be to avoid that the wizard simply teleports away and/or that the party would be unable to kill him plus that the meeting place is too far away to travel there via foot or horse.

The cloister's wizard offered a scroll with a Dimensional Anchor spell, and the clerics healed the party and the dragon. Istandilar refused to participate in the fight, saying that he'd see which side is stronger. If the party should win, he wants his share of the loot. The masters of the cloister also refused, arguing that this fight is part of a vendetta between the adventurers and the Shadow Masters.

Istandilar offered a transport to the meeting place, most party members had to trust the dragon since they were grasped by the creature's claws and teeth...The destroyed chain was arragened in a way so that the dragon still seemed to carry it.
The meeting place is a table mountain with a top of ca. 40 x 60 ft and ca. 100 ft. high.

When the group arrived (the adventurers posed to be unconcious) the wiz/acm, the bard and a rog 8 were already waiting (the wiz/acm protected himself against acid, and with protection from law, shield, see invisibility, stoneskin and other spells), because they didn't trust the dragon fully. Istandilar bluffed the three easily and told them that everything went well.

But when the bard and the rogue went to check the adventurers, the party attacked. The alienist successfully cast the Dimensional Anchor on the wizard, the rest tried to get into a good combat position, the ranger targeted the bard. The wizard cast a quickened mirror image, followed by a mass charm monster (affecting the ranger and the tempest, he asked them to defend him). His bodyguards focused on the monk.

The enchantment spell did not stop the two PCs from fighting the other two foes...The monk had some trouble to grapple the wizard. The dragon observed the fight. In the next round, the wizard cast a Dominate Person on the tempest. She turned now against the monk and hit him well. The alienist subdued the enchantment on the tempest with a protection spell. The ranger hit the bard who now cast a silence around the alienist.

The wizard recharged his mirror images (quickened) then he cast a Mass Hold Person on the alienist and the tempest. This affected the tempest but not the alienist. The monk finally grappled the wizard, and the ranger killed the bard, knocking him dying over the edge of the mountain top. The rogue coup-de-graced the tempest (subdual damage only, but I called for a Fort save; the tempest failed and was knocked-out). The alienist drew his longsword and changed position.

The wizard now cast Otto's Irresistable Dance on the monk, the ranger focused on the rogue. The alienist successfully bull-rushed the rogue (!), sending him over the edge.

Seen that, the wizard cast Bigby's Grasping Hand and ordered it to bull-rush the alienist. The alienist fell from the top but he had enough energy left for a Featherfall. The monk danced a moonwalk...

In the next round, the wizard turned the hand against the ranger, the rogue tried to climb back on the top (he didn't fall far). The ranger fired on the rogue but dealt only minor damage. The monk kept dancing.

The hand grabbed the ranger and moved him away from the top. The rogue was in combat position again and sneak attacked the monk. The spell on the monk ended (I rolled a 1...), and the monk immediately attacked and grappled the wizard (who was now quite low on spell energy).

The wizard blinded the monk with a power word, but this did not end the grapple. Bigby's Hand now dropped the ranger (he fell 90 ft. for 9d6 damage plus 1d4+1 Dex damage). The rogue, badly wounded, used a healing potion (he was at 1 hp). The ranger fired on the rogue but he didn't kill him. The monk finally killed the wizard before Bigby's Hand was able to grapple the monk...just in time!

The dragon wiped the rogue (who would have killed the monk next round) off the top...

The party gathered all stuff and corpses, then the dragon brought them back to the cloister. On the way, they met a lone rider who was on the way to the cloister, too. The rider turned out as a dragon disciple (and PROBABLY a new party member). Istandilar and the dragon disciple had a nice conversation, but the rest of the party introduced itself as chaotic and non-diplomatic as possible (if you'd encounter such people in real life, they'd definetively would be marked as freaks, lunatics, or the like ).

The dragon freed the captured students, the monk helped in repairing the temple, the tempest was brought into a cell (since the dominate spell still worked), and the high cleric also went into a closed room (he was still enchanted with the Programmed Amnesia, and the alienist's Mind Blank was about to expire).

Then the party had a quiet night. During the next morning, the monk was cured from his blindness, and the various enchantment spells were dispelled.
 

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the march of the gladiators

The party divided the loot, then questioned the dragon disciple about his background, powers and the like. He willingly answered the questions, and the party accepted him as a 'traveler on the same way as the group' (so to say...).

Istandilar left the group for his home area (the southern Great Dale). Then the adventurers traveled with some Phantom Steeds back to the castle close to Lake Murthil.

Their next plan is (after some discussions) to visit the Thayan farms in Ashanath in search of the Thayan who has helped the Shadow Masters to capture the group (a difficult task, since one wrong move could alert the Red Wizards and/or the Shadow Masters that someone is asking strange questions, plus the adventurers had no clue of where to start :p ).

To push the story forward and to avoid a possibly fruitless search, I decided that it is time for the tempest to give birth to her half-dragon baby. A lot of complications threatened to kill the tempest, and the ranger and the druid were away to hunt some animals for food, so there was no healer present.

The hathran Jasmina who had earlier promised the tempest to help her if needed, returned in this moment to the party as a telthor and saved the tempest's life and that of her baby. I house-ruled that a telthor can be away from his special place as far as 1 mile per HD, so Jasmina was able to come to the castle without problems.

During the night, her friends told her what has happened and that they don't see a way to deal with the Shadow Masters or the church of Tiamat. Jasmina in return explained what has happened to her and that she can't travel with the group large distances to help.

With the baby as a new 'member' of the party, some difficulties showed up:
1) Where leave the baby during a fight?
2) Is there a place to hide it securely?

A big discussion followed. Jasmina offered to bring it into the Urling Forest (a secret and well protected place in Rashemen). The dragon-disciple offered to hide it in Velprintalar, and another idea was to go to Chult (the ranger's home area) and hide it among the jungle people there. Someone proposed to cast a Temporal Stasis on the baby, but the tempest disliked this idea. Carrying it around and risk it being killed by spell or accident was also proposed.

There was no consensus on how to proceed, since the party fears the effects of demand and scry spells and possibly other ressources of the enemy. But the monk had the idea that Jasmina could scry on some important figures in Two Stars, namely Lady Gallidy and the cleric Shanton of Shaundakul. So she did (greater scrying), and both targets failed their saves. To check for enchantments, Jasmina also cast Detect Magic through the sensor.

Lady Gallidy was in a meeting with one of her bodyguards (the elf rog/asn/wiz), stating that she has no more options left than to allow the Shadow Masters to rule the city. Too many people have been killed by guys who pose to be the adventurers :] to show that the Lady's rule is weak. She appreciated the work of the elf and his halfling friend but she thinks that it is wiser to end the fight and thus dismissed her bodyguards. She does not believe that the adventuring party is still alive, she asked Shanton to search them but he hasn't found a sign of life of the party yet (Shanton cast a scrying one weeks ago, but the group was in a protected area at that time).
The elf said that he hates unfullfilled jobs but he accepts that the Lady has made her decision. However, secretly he is more than happy to leave the city to hunt Ajuntis and his thugs without 'official' rules of the city.

When this talk was over, Jasmina switched to the cleric Shanton. He was visited by some unknown guy beyond the sensor's range, but the cleric was very angry and demanded a sign of life from his student Pelerin. The other person told the cleric that the Lady has finally accepted the Shadow Masters' terms and that the Shadow Masters would not hesitate to remove Shanton from his positions if he makes demands again. However, he will receive a sign from Pelerin soon.
Luckily, the unknown person closely passed Shanton (entering the sensor's range), and Jasmina instantly switched the sensor to that guy. She described the guy and his voice quite accurately to her friends, and the tempest recognised that the person is most likely Ajuntis himself although disguised. He left the temple and rode his mount (a Phantom Steed CL 5, from a wand) to the north, towards Ashanath. He didn't notice that he was scryed upon and rode the whole night, passing the western shores of Lake Ashane.

While her friends were sleeping, Jasmina kept an eye on the rider. Early in the morning, he arrived at a house, entered it unhindered and went into a cellar via a secret access. When he wandered through a narrow tunnel, voices, cheers and screams were heard before the scrying sensor was blocked by Mordenkainen's private sanctum...

Jasmina informed the party about what has happened and cast a minor image to give some details about the house.

Seeing a great opportunity to attack the leader of the Shadow Masters' assassination squad, the party quickly made a plan: The alienist would summon five phantom steeds and the party would try to find the house as fast as possible. He also cast Mordenkainen's Magnificent Mansion as a hide-away for the baby, the hathran and a woman from the castle people would take care of it. The hathran cast a Chain of Eyes on the monk to be up to date about the proceedings. She wouldn't accompany her friends.

After a six hours flight, the ranger found the house...


What the NPCs know:
Ajuntis knows that something happened to his wiz/acm because he didn't made a report. He does not know what has happened, so he rode to that Thayan farm. There, a Red Wizard hosts more or less illegal pit fights, and some of the adventurers were supposed to fight in such a match. The wizard should help Ajuntis to find out more about the party and the wiz/acm...
Ajuntis has sent another Shadow Master already to the house to arrange a few things (nothing serious, no traps or the like). Pelerin is supposed to fight in a match, too, so he is imprisoned somewhere in the house.

The halfling friend of the elf has secretly observed Ajuntis during his talk with Shanton in Two Stars and told the elf that Ajuntis rode north on a phantom steed. Because the two rogues only have normal light war horses as mounts, they couldn't catch-up with Ajuntis. Nevertheless they rode north as well, the only information they got is that there was a meeting close to the lake three weeks ago. Three farms fit into that info, but the the two rogues don't know that, so they have to search their way through... They also assume that the party was killed.

What the PCs DON'T know:
There is a pit fight going on in a secret cellar, and there are dozens of spectators (all are bandits, cut-throats, assassins, clerics of Malar, Mask, Loviatar, and Tempus), plus the master of the house, a Red Wizard and his Thayan Knight...
The area is protected with a powerful Forbiddance (CL 20, harming all those of non-evil alignment, or not saying the proper password) and Mordenkainen's Private Sanctum.

I have built two pit-fighters so far, both are specialists in unarmed combat:

Mad Bear

Male Orc Bbn14/Ftr4; CR 18;
Medium Humanoid (Orc);
HD 4d10+14d12+108; hp 244;

Init +1; Spd 40 ft/x4;
AC 14 (+4 armor, +1 dex, -1 misc), touch 10, flat-footed 14;

Base Atk/Grapple +18/+31;
Full Atk +28/+23/+18/+13 One-handed (1d3+11;19-20/x2, Unarmed Strike);
SA&SQ Fast Movement(Ex), Greater Rage, Uncanny Dodge(Ex), Improved Uncanny Dodge(Ex), Trap Sense(Ex), Damage Reduction(Ex), Indomitable Will(Ex);

AL CE;
SV Fort +19, Ref +6, Will +11;

Str 28(+9), Dex 13(+1), Con 22(+6), Int 8(-1), Wis 13(+1), Cha 7(-2);

Skills (trained only): Intimidate +17, Jump +29, Listen +16, Survival +4.

Feats: Improved Critical, Improved Unarmed Strike, Improved Grapple, Stunning Fist, Iron Will, Power Attack, Weapon Focus (Unarmed Strike), Weapon Specialization (Unarmed Strike), Close-Quarters Fighting, Improved Toughness.

• Fast Movement(Ex): +10 to speed when in medium armor or lighter and not carrying a heavy load.
• Greater Rage: You can fly into a screaming frenzy once per encounter, up to 4 times per day. This gives +6 to Strength and Constitution, +54 hit points, and a +3 morale bonus to Will saves, but gives a -2 penalty to AC. Cannot use any skills that require patience or concentration while enraged. Your rage lasts up to 12 rounds.
• 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 18 rogue.
• Trap Sense(Ex): +4 to Reflex saves and AC against traps.
• Damage Reduction(Ex): 3/–
• Indomitable Will(Ex): You gain a +4 bonus on Will saves to resist Enchantment spells.


The stats include his rage, I haven't added any equipment yet (it shouldn't be much, though). The guy is absolute loyal towards the Red Wizard, but otherwise a brutal means of destruction and straight forward in a fight.


Heart Ripper

Male Human(Nar) Ftr10/Mnk7/01; CR 19;
Medium Humanoid (Human, humanoid, shapechanger, lycanthrope (wererat));
HD 8d8+10d10+37; hp 149;

Init +10; Spd 50 ft/x4;
AC 22 (+6 dex, +3 natural, +3 misc), touch 19, flat-footed 16;

Base Atk/Grapple +15/+23;
Full Atk +22/+22/+17/+12 One-handed, Flurry of Blows (1d8+6;19-20/x2, Unarmed Strike);
SA&SQ Armor Restriction, AC Bonus(Ex), Flurry of Blows(Ex), Evasion(Ex), Fast Movement(Ex), Still Mind(Ex), Ki Strike(Su), Slow Fall(Ex), Purity of Body(Ex), Wholeness of Body(Su);

AL LE;
SV Fort +15, Ref +14, Will +12;

Str 19(+4), Dex 22(+6), Con 16(+3), Int 10(+0), Wis 14(+2), Cha 9(-1);

Skills (trained only): Balance +18, Climb +24, Intimidate +9, Jump +34, Listen +13, Spot +13, Tumble +18.

Feats: Improved Trip, Combat Reflexes, Dodge, Mobility, Improved Critical (Unarmed Strike), Improved Initiative, Improved Unarmed Strike, Improved Grapple, Stunning Fist, Iron Will, Power Attack, Weapon Finesse, Weapon Focus (Unarmed Strike), Weapon Specialization (Unarmed Strike), Greater Weapon Focus (Unarmed Strike), Close-Quarters Fighting, Extra Stunning, Fists of Iron, Roundabout Kick, Improved Toughness.

• Armor Restriction: If wearing ANY armor or carrying a shield, you lose your Wisdom bonus to AC, fast movement and flurry of blows abilities.
• AC Bonus(Ex): Add +3 AC; this bonus is not lost unless you are immobilized or helpless, wearing armor, carrying a shield or carrying a medium/heavy load.
• Flurry of Blows(Ex): As a full attack, you may make one extra attack(s) All attacks made in the round suffer a –1 penalty.
• Evasion(Ex): On a successful Reflex save against a magical attack, you take no damage.
• Fast Movement(Ex): Your speed increases (limited by armor and encumberance)
• Still Mind(Ex): +2 to save against Enchantment spells and effects.
• Ki Strike(Su): Your unarmed attacks are treated as magic weapons.
• Slow Fall(Ex): As long as a wall is within arm's reach, you take damage from a fall as if it were 30 feet shorter.
• Purity of Body(Ex): Immune to all diseases except supernatural and magical diseases.
• Wholeness of Body(Su): You can heal your own wounds, up to 14 points
per day.

A mean, combat experienced lycanthrope. He relies on his DR to survive in a fight and does not fear foes who try to grapple him...Also loyal to the Red Wizard. Not magically equipped yet, but he shouldn't get much stuff.



I haven't totally worked out the Red Wizard yet, currently he is a enchanter 5 / RW 10, but maybe I should add at least 2 spellcasting levels more of a class that fits (mindbender???).
His bodyguard should be a ftr 6 /Thayan Knight 10, have to work out her details...

Ideas for other people in the arena? They should be evil, but not overpowered...

The arena itself? Thunderdome? Fight Club? Blood Sport? A very small colosseum? Or like the pub in Ong Bak? Hmmm... I want to keep out summoned monsters (that's why I used the Forbiddance).

Ideas for the elf and the halfling? Should the party encounter them before an attack, as helpful NPCs? Or use them as reinforcements if the party is threatened of being overwhelmed?
 
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No ticket!

Well, today the party tried to enter the house :p

The tempest and the monk disguised themselves and went straight to the main entrance of the farm (NO checks like peering through windows or sneaking around the house :\ :confused: ) The rest of the party waited some 1500 ft. away on their Phantom Steeds.

The two just tried to go in, but the door (with a peephole) was locked. So they knocked and some guy on the other side asked who's there, what they want and so on... The two made up a simple story but it didn't work. While the monk was talking, the tempest tried to open the lock. This didn't work either (it was a very good lock) but the guy in the house heard the noise and sneaked away to alert the master of the farm, the Red Wizard Karelam Darl, (I built an ench 5/RW 10/Mindbender 3). The wizard was just attending a fight in his arena deep under the house, and was informed by Ajuntis that the Shadow Masters possibly have a 'little problem' with the adventurers (i.e, they 'miss' their archmage) some hours before. However, Karelam was not in the mood to start an instant search, instead, he want to have all arena fights finished before and have some good meals in between.

_____________________
Background:

The alliance between the Shadow Masters and Karelam is a very loose one, Ajuntis provided new gladiators from time to time, and Karelam cast some spells for Ajuntis as a favor. Karelam's second in command, the young Red Wizard Ranus, is more ambitous and directly involved in Ajuntis' plans (he helped to find a temporary prison for the monk (after the monk was captured near the landhouse) but he is also afraid that his master or the adventurers find out that he is working with the Shadow Masters). Ajuntis uses the Red Wizard as a source for informations. Ranus is ambitious but also quite paranoid that his 'alliance' with Ajuntis may become uncovered. Ajuntis sold some magic items for a special price to Ranus.

______________________

The tempest used another given spell from the alienist (see earlier post) and turned into gaseous form to get into the house. She went through the door and entered a dark room. There she ended the spell and tried to open the door, but there was no key. But her appearance activated a Stone Golem that acted as a guardian. After the fight broke out, the rest of the party rode to the house to help. The monk smahed the wooden door to help the tempest. After a hard fight the golem was destroyed.

Next problem was to find the arena. A spiral staircase lead down into a short tunnel. No secret doors, but the party knew from Jasmina's scrying spell how to activate the staircase's secret mechanism (Ajuntis activated it to get into the arena). They tried several times, but nothing happened (it was blocked by Karelam's guards from below). They checked first the rest of the house, but no person was there.
So the alienist cast a Sphere of Ultimate Destuction and destroyed the spiral stair. The spiral stairs were intended as a lift, but after being destroyed, a 100 ft deep shaft opened to a now visible door at the bottom.
The door was Arcane Lock'd, thus it was disintegrated as well. A narrow tunnel ended at the entrance of the arena (a large corridor opening into the main arena). The corridor was guarded by two large golden statues symbolising knights (they are brass golems) and a Forbiddance (CL 21, AL LE). When the party arrived at the corridor, a clapping arised, then a strong voice announced the new fighters. Karelam allowed the party to get to this position to see about who Ajuntis was talking. When the tempest entered the corridor she was struck unconcious (negative hp) by the Forbiddance (she is CN...) because she was badly wounded in the fight with the stone golem. The alienist tried to dispel the spell but failed. Then the party pulled the tempest back and the ranger healed her a bit.

Now the foe of the party entered the arena: the orc Mad Bear. The monk had taken the tempest's position in the front line and was now the first target of the raging orc. The first attack was a stunning fist + power attack 4, the monk was heavily hit and FAILED his save...the orc pummled the monk but the alienist stopped the massacre by a wall of force, separating the two.

The party retreated to the main entrance. The monk climbed up the shaft, attached a rope and the rest of the party slowly followed. Mad Bear was ordered to retreat, Karelam was busy to calm down the spectators who were furious about the aborted fight. He wrongly assumed that the party simply teleported away to the castle near Lake Murthil, Ajuntis had told him that the party has used the castle as a base some days ago. Karelam knew the castle (but nothing about the human inhabitants), so he gathered his Thayan Knight, one thug, Ajuntis, and Ranus and teleported to the castle (fully buffed, of course).

I didn't want a TPK here, it would have been easy with Karelam's, Ajuntis' and Ranus' combined power. ;)

But the party hasn't left yet (they have a scroll of Teleportation, but the alienist fears the spell due to his paranoia and an earlier mishap). Instead, the elf Derx and his halfling friend Pooka (the former bodyguards of Lady Gallidy in Two Stars) showed up. They were still searching Ajuntis on their own accord, especially Derx wants to see Ajuntis dead. The party left the farm unhindered, and Derx gave the party some advice about stealthiness. Pooka told them that Lady Gallidy 'surrendered' to the Shadow Masters and that she thinks that the party is dead.
Derx and Pooka proposed the party to keep a very low profile to let things calm down a bit. They offered assistance but the party was not willing to accept :confused: Derx said that he and Pooka would go to Rashemen since the hunt for Ajuntis was a desaster, hoping that the Shadow Masters are not working there. (So far, he is right)...He offers contact via Sending from time to time if important news are heard of (he has a stone of Sending) but it was barely thanked for by the adventurers... :\ Then the party went back towards the castle.

In the meanwhile, Karelam quickly annihilated any resistance in the castle. Jasmina, due to her incorporeal status as a telthor, secretly observed the attack. Alone, she saw no way to stop the Red Wizard. She disguised the entrance to Mordenkainen's Magnificient Mansion where she, the baby and the howdie hid (it was located within the castle house and thus not directly visible from the outside) with a Screen spell. Then she cast a Sending and warned her friends. She proposed to meet near Lake Murthil. The party agreed, and Jasmina brought the baby and the howdie out of the castle via Dimension Door (emulated with a Limited Wish) and Wind Walk.
In the evening the party was united again, the Alienist cast Mordenkainen's Private Sanctum and a short plan for an attack on the castle for the next morning was made.

Karelam was furious about the failed search, he tortured all survivors of the attack to get all informations about the party (the people did not know anything about the MMM were the baby was). Then the Thayan Knight murdered the people, only two children hid in a secret place and were not found. The attackers waited until it was night, then they returned to the farm.

The night passed without trouble. But the Aspect of Tiamat (I use a tougher, more powerful version, but it is not allowed to attack normal mortals unless it was being attacked by those free-willed mortals before) was informed during the night by Ranus (after being urged from Ajuntis) via Sending that the tempest gave birth a day earlier in the castle. Raging in anger, the Aspect laid a trap: She cast a Gate and summoned a Dragonflesh Golem made out of the parts of metallic dragons. She camouflaged the creature with a Screen, and ordered it to kill all intruders. Even if the party should survive, the group would be then weak and she could then sent her minions to deal with them. As the party was protected with a Private Sanctum, the Aspect could not find the group.

Next morning, the adventurers fully prepared themselves for battle with a Red Wizard. They only 'found' the golem. After a hard fight, the monster was destroyed. The group was quite frustrated that the foes had already left (better so, Karelam alone is worth his salt !). But then a simple dressed but charismatic lone wanderer showed up (the ranger was irritated that he didn't notice the wanderer approaching ;) ).

This man was almost the first encounter of the party when the campaign started. He calls himself Alanor of Bahamut. Only the monk remembered that short, but friendly meeting months ago.
Alanor is an Aspect of Bahamut and knows a bit of Tiamat's plans. Bahamut himself has sent him to find out what exactly Tiamat plans are but he has keep his hands out of the affairs of mortals. Alanor found out that the adventurers are a part of Tiamat's plans, especially the tempest and her baby. Due to his promise to Bahamut, he could not help the party, although he would happily do so. The summoning of the Dragonflesh Golem alerted and enraged Bahamut and he sent Alanor to kill the monster. But the party was faster ;)

Alanor has all powers of a paladin level 15 and of a mature adult Silver Dragon (plus his Aspect powers). He wanders through the region polymorphed as a charismatic human of about 40 years old, he has steel gray eyes and black hair. He is very polite, forgiving, and it is very hard for him to tell a lie. His special mount is a female mature adult Silver Dragon who calls herself Autmn Rain (or Estanala). The two dragons are in deep love, and both hope that Alanor's time as a servant of the Platinum Dragon will allow some 'free time' someday.

When the alienist asked Alanor if he is an emissary of a god, Alanor answered (a bit cryptic) that every sentient being is somehow an emissary of some god, and so he is himself... ;)

The party buried the dead people of the castle. They found the two kids (still shocked by the appearance of the golem and the murder of their friends) and left the castle to return to the lake.

The appearance of Alanor thwarted the plans of the Aspect of Tiamat. Although the aspects of the two dragon deities recognise their counterparts even when disguised and would not hesitate to fight each other, the Aspect of Tiamat is too wary of a fight unless the odds clearly favor her. So she canceled the attack of her minions and looks for an alternative...
 

end of chapter I

Two sessions have passed, here's a brief update.

The party was unsure on how to hunt down Ajuntis and his lot after the fight in the castle. Alanor told the group that he is not allowed to interfere with the group's private problems. However, he is willing to guard the baby.

Jasmina pointed out that there is little time left for her to raise her bodyguard (who was killed by the blackguard in the ruined manor). She located the bodyguard (now a zombie) by magic means in Two Stars.

The monk proposed to meet a guy from the small local thieves' guild to get some info about what's going on in Two Stars. He has met that person earlier and as far as he could tell, the guy seems to be somewhat reliable. The guild was not happy about the Shadow Masters' presence, but the thieves were too weak to fight the intruders.

So he, Alanor and Estanala went to Two Stars. The two dragons disguised themselves and would try to buy some food and potions, and the monk would organise a meeting. This succeeded, and the monk learned that the local prison and house of the city guard is ruled by the Shadow Masters...

When the three returned to the camp, a quick plan for a silent assault on the prison was made. Jasmina has found out that Ajuntis is somewhere in Two Stars (Circle Dance is a quite useful spell...).

Next evening, the party was back in town. Invisible and gaseous (Jasmina had cast Wind Walk, but she didn't accompany her friends for she and the dragons stayed in the camp), they entered the prison from the roof. The two guards on the roof were no problem, but when the party entered the building, they encountered four more guards. Three guards were finished off quickly, but the fourth raised an alarm. The adventurers now made they way through increasing resistance, but they didn't kill most of the guards since they didn't know who is a guard and who a rogue...

At least they found Ajuntis, his TWF bodyguard and second-in-command, the doppelganger, plus five rogues 8, and a clr 5/rog 5. A short hard fight erupted, mainly between the tempest (who was eager to end the hunt) and the monk (seeking revenge for Ajuntis' deeds) on one side and the Shadow Masters on the other side. Since there was little space for good positioning, the rest of the group was forced to deal with the remaining guards. Both the monk and the tempest were badly wounded, but with the help of two summoned dire bears, they finished off Ajuntis and his guards. Only the doppelganger teleported to safety in time.

After the fight, the group barred all entrances and looted the place. In the meantime, Lady Gallidy and the cleric of Shaundakul were alerted. They mobilised the rest of the guard and the militia and took a position around the prison. They ordered the attackers to surrender and set all hostages free (they didn't know that the adventurers were in the building) but of course, the party refused. The adventurers didn't reveal themseleves, but they were willing to negotiate within the building. At first the Lady refused to negotiate with murderers, but when the party set most hostages free, she allowed the cleric to enter the prison as a messenger.

After some talking he was allowed to cast some spells to find out the truth and finally he was convinced. He reported what he has found out. The Lady now entered the prison alone to talk to the group. However, there was tension and bitterness, because the party had the impression that Lady Gallidy has not done enough to protect the party from the Shadow Masters, instead she had asked the group to leave the town (hopefully along with all trouble). The Lady told the group that she had little means against a foe that even the adventurers could not handle properly.

She granted a free way out of the prison, but nevertheless, the party now has little confidence in the ruler of Two Stars. As Ajuntis has ruined the party's reputation among the common townsfolk, there are no reasons to live or stay in Two Stars...The monk told the cleric where his student is most likely held (at Karelam's arena) and that, if the opportunity arises, the group would free him.

The party then returned to the camp and divided the loot. In the meantime, Jasmina has found out that her mother was probably replaced by a doppelganger. She had cast a Sending for her mother, but she didn't get an answer. Then she cast a second Sending to her father and asked about the family's situation. Her father answered that everything is ok and that his wife is well...

To fulfill Jasmina's bidding to bring back the body of her bodyguard, and to remove the rest of the Shadow Masters in Two Stars, the adventurers returned (again disguised) to the town in the evening of the next day.

In an old dirty pub, they stayed for a while and asked about thugs 'collecting' money from shop owners. Luckily for the group, two guys entered the pub and ordered the innkeeper to hand out the weekly 'tax'. This was noticed by the group. The half-dragon was close to provoke the two into a fight, but the guys stayed calm and left the building (fighting a stranger with a flaming great sword needs a better preparation... :] ). They entered a second building close-by.

The house is a second hide-away for the Shadow Masters. The monk used a potion of invisibility and entered the building before the door was closed. But he was heard by one of the thugs (who were ftr 10...) and quickly a fight broke out. However, the resistance (a wiz 6, a clr 9, 4 rog 8, and two ftr 10 plus 1 human zombie) was quickly overcome, mainly by the alienist's powerful spells (time stop, sphere of ultimate destruction, summon monster...). The zombie was destroyed by the monk. The corpse was the former bodyguard of the hathran Jasmina.

The city guard showed up, asked about the incident and noticed that two of the thugs was searched for. The party received the ransom and a scroll with a sending spell. After packing the stuff, the adventurers left the town again for the camp in the wilderness.

The next morning, Jasmina raised the bodyguard and introduced him into the situation.

_____________________________

Here ends the chapter about the Shadow Masters.
However, some 'loose' ends are still there:

The Aspect of Tiamat and his lot, especially his aide, the half-dragon wizard Talaran. However, they know that the tempest has given birth to a half deep dragon. They also know that an Aspect of Bahamut is protecting the baby. The Aspect of Tiamat searches for a powerful dragon that would be able to kill the Aspect of Bahamut so that the party will loose its protection. It assembles an army of savage humanoids and monsters somewhere east of Rashemen.
Talaran will harass the party with spells like demand, called monsters, and magic jar sporadically.

The Thayans.
Jasmina still wants revenge for being attacked and tortured by Red Wizards. The Thayans will attack (and assassinate) the Iron Lord of Rashemen next, in addition, a magic warship will attack the western coast of the country to cause terror and distract the hathrans. Karelam is not involved in that directly, but he will supply the ship with slaves, food, and spell support.
Ranus, his aide, now fears the adventurers most, and stays close to his master. He keeps the student of the cleric of Two Stars alive, as some sort of insurance...

Something is going on in Rashemen, but Jasmina does not know exactly what. Her mother was replaced by the durthan Chaul, ruler of Fortress Rashemar...Since Jasmina is bound to the area of Lake Murthil, she cannot go to Rashemen and get a closer look. Also, she could not raise herself from the dead (DM's ruling) but that must be done by someone else.
 

Urgent: Battleship stats needed!!

It seems to be a common problem in D&D:

- Why should one build an expensive castle that could be conquered or destroyed easily by magic means like Disintegrate, Fly, Gaseous Form, Fireball, Lightning Bolt, Rusting Grasp, Silence, Invisibility, Ice Storm, Summon Monster, Rock to Mud, Dimension Door,...?
Wouldn't it be better to built a subterranean bunker complex (aka dungeon, as is often the case in D&D)? Therefore, castles in a D&D world should be as common as today on Earth (i.e., quite rare, often heavily damaged and rarely inhabited).

- Why building wooden warships that are also expensive to construct and maintain, but easily destroyed by Fireballs, Call Lightning, Control Water, Disintegrate, Summon Monster, Ice Storm, Control Weather, Lightning Bolt, Wall of Force, Wall of Fire, Flame Strike, Warp Wood,...?

These two problems increase with the power of the PCs.

Now I'm looking for a magical warship that should be able to withstand the spells mentioned above. While it is possible to protect the crew with spells like Hallow and Forbiddance (expensive, though), other spells, especially Disintegrate (or worse, Sphere of Ultimate Destruction) are difficult to counter...

My ideas for the ship so far:
- The ship should be able to fly, but only at a low altitude (this makes Control Water useless to sink the ship).

- It shouldn't be made of wood. A steel ship is hard to imagine in a medieval setting, though...hmmm...maybe Wall of Force does the trick (along with Sculpt Spell)? Or clouds + cloudwalking ability (see Silver Dragons)? Solid Fog? Something made/supported by Negative Energy (see Pirates of the Caribbean)? Living ship (like a flesh or iron golem...) with fast healing/regeneration?? Geez, a flesh colossus comes to my mind :]

- No cannons. There will be two Thayan bombards on deck plus catapults and ballistae.

- Crew: about 100 medium-sized creatures.

- Sailing ship, sails resistant to energy (possible? Any spells to achieve that?).

- Storm resistance, of course...

- Size: some 300 ft in length and 70 ft. in width, to start with...it should be impressive and fear-inspiring...

- Flying creatures as guards (no dragons, but something medium to large and nasty, maybe two average demons, fiendish dragonnes, nightwings, or ... ?)


Any input, comments, ideas are greatly appreciated!
 

Ship ahead!

Yesterday the story continued...

The adventurers decided to visit Karelam's farm once more... :uhoh:

Before the group left, Jasmina cast a Heroes Feast. However, it was a bit strange: On the table appeared a circle of seven red stars and blood-coloured mist emerged from the circle and poured to the ground. Jasmina was unsure about this sign, but she told her friends that a different name for Mystra is the Wounded Lady. The sign may be a hint that a battle may await the party...

The alienist summoned some Phantom Steeds and the adventurers (without the dragons, Jasmina, and her bodyguard) traveled to the Thayan farm. The weather was good. Within a few miles of the farm (that is located close to cliffs at Lake Ashane - like the ones at Dover in Britain or Etretat in France) the group noticed a colossal creature hovering above the farm. The party was too far away to spot any details, but nevertheless, the creature - looking like a huge grey ray - was something they've never seen before.

The party closed in on the farm. When one mile away they rode a half-circle around the farm to check for tracks that may lead to a secret entrance. But there was nothing. However, when they reached the cliff, they noticed a raft close to a tunnel leading into the cliffs underneath the farm. Six persons were on the raft and a long rope dangled from the colossal ray (a creature about 400 ft. in length hovering in about 180 ft. above sea level) down to the raft. The guys were about to lift boxes onto the creature. It seems that no one has spotted the adventurers so far (they were about half a mile away now). The adventurers also noticed that the ray is clad with iron plates at the wings and underneath to protect it.
They were unsure about this (no one came up with a good knowledge check...).

Well, then it happened: The party openly rode their Phantom Steeds down to the shore and advanced the raft, greeting the people and asking for a visit in the arena that should be somewhere here. :eek: :confused: :heh: :(

A short conversation (it was more a shouting) over a distance of ca. 300 ft followed. The Red Wizards Karelam and Ranus and a Thayan Knight were directing the loading of cargo onto the ray from within the tunnel (which is somewhat similar in its function to a submarine base but too small for the ray).

When the workers warned them of the strangers, the wizards prepared for battle. 5 guys on Phantom Steeds approaching this situation are either completely stupid or a threat.
The wizards hid in a secret smaller tunnel (the normal entrance to the arena for invited guests). The entrance was covered by an Illusionary Wall.

When the party was close enough, Karelam opened battle with a Meteor Swarm followed by a quickened Stinking Cloud. Ranus hammered the area with an Ice Storm. The spells destroyed the Phantom Steeds and caused the tempest to puke all over the place for several rounds...

The following fight was controlled by nasty battle field spells: Black Tentacles, Web, Crushing Hand, Delayed Blast Fireball were mostly employed by the red wizards and thus subduing effective spell casting from the adventurers' side. But nevertheless with some luck, the ranger (making his save vs the Illusory Wall spell) was able to badly wound Karelam with some adamantine arrows and forcing him and Ranus and the Thayan Knight to retreat by Dimension Door.

In the meantime the monk escaped a Crushing Hand via his Dimension Door ability - he decided to teleport ONTO the ray. There he saw what will be the Thayans' warship (it is not fully protected and equipped, however, to give the party some time to warn the Rashemi and prepare counter measures): On the back of the ray sits the upper part of a wooden warship, some 250 ft. in length and 60 ft. in width. The ship has no masts and sails (I abandoned this idea), but an elevated bow and stern section (like a galleon). The lower decks are also missing. Some 70 armed crewmen of various races man the ship along with a third Red Wizard. A large bat made of pure darkness and a dragonne with red eyes circled low above the deck...

Realizing that he is in BIG trouble, the monk grabbed a long rope and tumbled off the ray in a nice Erroll-Flynn-style manoever and back into the battle on the shore lines...He received then a Sending from Jasmina who was observing the fight through the monk's eyes (she always casts Chain of Eyes on him when the party leaves the camp). She told the monk that the ray may be of great danger and that the party should immediately leave the area. Alanor has told Jasmina that this strange ray probably is used for something dark. Due to the long casting time of the Sending spell, Jasmina's warning was almost too late...

But the fight was not going well. The ray was put into a better position by the Red Wizard, and Karelam and Ranus joined the crew after they retreated from the tunnel (the adventurers eventually all noticed the covered tunnel). The party was a sitting duck on the beach, but the way into the tunnels was still blocked by Black Tentacles.

Karelam was not willing to let the adventurers escape once more and give word about the ship. Badly wounded, the group gathered and the monk tried to use his scroll with a Teleport spell. The alienist readied to counter any spell cast at the party.

Karelam was also very low on spell points, but he readied a Fireball should the alienist cast a spell. Ranus readied a Scintillating Sphere should someone cast a spell.

Actions were resolved. The monk rolled a 20 on UMD to use the scroll, so no problems here. Ranus cast his spell, and the alienist started to counter it. Karelam now cast his Fireball, causing enough damage to break the monk's concentration on the teleport spell. But the alienist could counter Ranus' spell at least.

In that situation the party warmage/dragon disciple disintegrated a part of the cliff and so made a way into the tunnel around the Black Tentacles.
The party retreated into the secret tunnel and the warmage blocked the entrance with a Wall of Force.

The group used the time to use two wands with cure spells to heal. Karelam ordered his troops within the farm house and the arena to block the way leading deeper into the cliff. The troops (all level 10 ftr half-orcs, 12 of them) were lead by a level 13 cleric of Malar (and master of the arena). The ray held the position at the beach. The party was trapped, but they had one scroll with a CL 7 Dimension Door left - too weak to evacuate all adventurers...

The secret tunnel ended at a locked iron door. The group decided to move on and the monk broke the door open. The cleric of Malar and his half-orcs had positioned themselves at the door and waited for the party.

This fight was not going well either. The cleric summoned a dire bear, and, after some of his orcs were killed by the monk, the warmage, the ranger and some Lightning Bolts discharged from a wand by the alienist, he Harmed the monk, knocking him out after a quickened inflict light wounds. He placed his claw bracer at the monk's throat and threatened to kill the monk should the party not surrender (he readied an attack, not a coup de grace, should someone attack him). Now the tempest tumbled to the front (and past two half-orcs) and tried to grapple the cleric. Since she has not Improved Grapple, the cleric attacked her in an AoO and ruined her attempt. Then he used his readied action and killed the monk.

The tempest was now in a bad position (alone in the front line, two ftr and the cleric attacking her). The warmage killed the half-orcs in front of him (opening a retreat way for the tempest) and then advanced to attack the cleric. The cleric cast two inflict spells and the two half-orcs finished off the tempest.

Now the alienist used the Dimension Door scroll the monk has dropped before he was killed and evacuated himself, the warmage and the ranger into a horse stable close to the farm.

The survivors are out of spells, on their last hps, and have almost no more means to heal themselves, and the dark bat from the ship now circles above the area....

Jasmina is not able to reach the party via Wind Walk, she would die on the way (telthor drawback...). The dragons are not allowed to evacuate the party or interfere in the battle.

___________________

The ray is a Cloud Ray from MM2. No stats for its true length are given there (IIRC), but from the picture it seems to be BIG. I used the Half-Golem (Iron, three limbs modified) template to make it stronger and immune to magic attacks. Its main purpose is to act as a carrier for troops and arms.
The 'ship' on its back is already protected with Unhallow spells, but it still lacks a Forbiddance. The crew is also not fully gathered (only one cleric and a red wizard are on board...).

EDIT: Size stats of the Cloud Ray are given in the face entry of the creature (100 ft x 60 ft), but I advanced it anyway to enhance its impression and thoughness.

The flying guards are a fiendish shade dire bat and a half-fiend dragonne. I plan to increase the number of flying guards.
 
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Cloud Ray Class Battle Ship

Blood Cloud (Thayan Cloud Ray Battle Ship)

Colossal Magical Beast, Half Iron Golem (advanced, augmented)
Hit Dice: 60d10+540+60 (930 hp)
Initiative: +5
Speed: Fly 40 ft. (average)
AC: 25 (–8 size, +1 Dex, +21 natural, +1 dodge), touch 4, flat-footed 23

Attacks: Bite +73 melee and tail slam +68 melee, grapple +91
Damage: Bite 3d10+21 (19-20, x2), tail slam 2d8+10
Face/Reach: 400 ft. by 240 ft./5 ft. (80 ft. with tail)
Special Attacks: Swallow Whole (up to huge creatures), Breath Weapon (poisonous gas, cone 10 ft., 1d4 Con/death, DC 49, every 1d4+1 rounds), Telekinesis

Special Qualities: Darkvision 60 ft., levitate (Ex), low-light vision, protection from arrows (DR 10/magic vs. arrows), telekinesis (125 lbs, as the spell, CL 5, Su), magic immunity (except rust attacks), DR 5/adamantine
Saves: Fort +43, Ref +35, Will +20

Abilities: Str 52, Dex 13, Con 28, Int 2, Wis 11, Cha 11
Skills: Hide +16*, Listen +23, Spot +23
Feats: Alertness, Cleave, Dodge, Endurance, Flyby Attack, Great Cleave, Hover, Improved Critical (bite), Improved Flight, Improved Initiative, Improved Natural Armor (5x), Improved Toughness, Mobility, Power Attack, Run, Snatch, Wingover

Climate/Terrain: Any
Organization: Carrier
Challenge Rating: 26
Treasure: Special
Alignment: Neutral

Cloud rays are among the most majestic of all flying creatures. They do not truly fly; instead, they levitate while propelling themselves with their wing-flaps. A cloud ray has an enormous, flattened, triangular body that resembles that of an aquatic ray, but on an immensely larger scale. Its vast body is mottled in shades of dark blue and gray, with similar, lighter colors underneath. Along each side of its body is a long, wing-shaped piece of muscular tissue, which it uses for maneuvering and propulsion. Its abdomen tapers into a long, agile tail, called a zip, which is covered with bony spines. With the possible exception of dragons, cloud rays have no known predators. They typically prey on rocs, pegasi, manticores, hippogriffs, griffons, and other large flying creatures. Cloud rays do not deliberately seek out human prey, but they have been known to devour whole villages when the opportunities presented themselves.

The Thayans discovered this enormous creature in the endless plains east of Thay. It was sleeping there for years until it was awakened by a Thayan expedition seeking a new way into Rashemen. After a short battle (resulting in almost complete destruction of the Thayan force) the monster's will was magically broken by a Red Wizard called Erharan Drach. He commanded it to fly into the Sunrise Mountains where it was hold captive in a large cave. Only a few Red Wizards gained knowledge about the cloud ray, among them was also Karelam. They decided to transform the creature into a monster capable to shatter Rashemen's opposition forever. Powerful enchantments made the creature a willing servant of the Red Wizards and its transformation into a half golem improved its strength further. Iron plates were attached to the creature's body and wings. Moreover, its status as a half-golem allows attachment of objects. This resulted in the idea of building a warship on the back of the creature. After a year of working, the construction was complete. Now a crew needs to be found and magical protection to be cast...

Weaknesses: Although the cloud ray does not understand the concept of ethics, it does not like to be pushed around. However, since the Red Wizards altered the creature's mind in a way that it fulfills all orders of the Red Wizards, it does not remember its earlier behaviour. Only a carefully worded Wish or Miracle could restore the cloud ray's mind. This would result in an uncontrollable behaviour of the monster and since it is a half-golem, it cannot be enchanted to regain control of it...

House Rule: I added DR 5/adamantine to symbolize the iron plating.
 

Tiamat's emissary

This is one of the main villains IMC: Tiamat's emissary (not her avatar, though ;) ). I used the base creature from Dragon Magic (which I consider somewhat weak, I mean, CR 13 for an aspect, come on...), and put the paragon template from the ELH on it. In addition, I gave it some spell support...

Paragon Aspect of Tiamat

Huge Extraplanar Dragon (lawful, evil)

CR 28+
HD: 12d12+144+180 (468 hp)
Init: +11
Spd: 90 ft., fly 150 ft. (clumsy)
AC: 56 (+7 Dex, +18 natural, -2 size, +12 insight, +12 luck), touch 38, flatfooted 49

BAB: +12, Grapple +38
Attack: +53 (bite, 2d8+38, 19-20)
Full Attack: +53/+53/+53/+53/+53 (bites, 2d8+38, 19-20) and +48 (sting, 1d6+28 plus poison DC 44 Fort 1d8/1d8 Con)

Space/Reach: 15 ft./10 ft. (15 ft. with bite)
Special Attacks: Frightful Presence (Will DC 40 or shaken), Breath Weapon, Crush (only vs. small creatures)

Special Qualities: Immune to sleep, paralysis, Resistant to acid, cold, electricity, fire 15, DR 10/epic, SR 38, Spell-like Abilities, Fast Healing 20, Spells, Darkvision 120 ft.
Alignment: LE

Saves: Fort +33, Ref +25, Will +28
Abilities: Str 47, Dex 24, Con 41, Int 34, Wis 31, Cha 33

Feats: Cleave, Improved Critical (Bite), Improved Initiative, Power Attack, Snatch, Flyby Attack, Quicken Breath
Skills: Concentration +26, Intimidate +36, Knowledge (Arcana) +36, Knowledge (History) +36, Knowledge (Planes) +36, Knowledge (Religion) +36, Listen +35, Search +36, Sense Motive +35, Spellcraft +34, Spot +35, Survival +28

Breath Weapon (Su): 40-ft. cone or 80-ft. line; each head once every 1d4 rounds; 12d8 damage acid, cold, electricity, or fire; Reflex DC 44 half. Each of the aspect’s five heads can produce a breath weapon, but only one head can do so in any single round. If Quicken Breath is used, the head must wait 1d4+4 rounds before using the breath weapon again.

Spell-like Abilities (Sp): 3/day – Greater Dispelling, Haste, See Invisibility, 1/day - Gate, Screen (all CL 15).

Spells: The aspect has access to any sorcerer and cleric spell (including the spells of the destruction, evil, law, and magic domain) of level 6 or lower. Spell points as a sorcerer, maximum CL 27, save DC 21 + level (Cha-based).

The aspect is arrogant and cruel, it demands discipline and obedience from its servants and does not tolerate failure or weakness. However, its arrogance was the reason for the successful escape of the adventurers from their prison. The aspect regarded the party as a weak foe, mainly because the party was easily captured by the Shadow Masters...
 
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This is Bahamut's emissary and counterpart of the aspect of Tiamat above. Though I call it an aspect of Bahamut, it is very different to the Aspect of Bahamut from Dragon Magic (that version was inspiring, but too weak for my story, I didn't want to use a second paragon, though...). I used a mature adult silver dragon as a base creature, gave it 15 levels of the paladin class and the best abilities of an aspect of Bahamut (that are epic DR, Tempest Breath, and some elevated stats). It is a bit weaker than Tiamat's emissary (lower AC, no fast healing, one breath weapon)...

Alanor, Aspect of Bahamut

Male mature adult Silver Dragon
LG Huge Dragon [Cold, extraplanar] 25 HD + Paladin 15

CR 27-28

Initiative: 4
Speed: 40 ft., fly 150 ft. (good)
Space: 15 ft. x 15 ft.
Senses: Darkvision 120 ft., Low-Light Vision 4x better than human, blindsense 60 ft., Spot +20, Listen +20

Languages: Auran, Draconic, Dwarven, Celestial, Common, Elven, Giant, Loross, Sylvan

Aura: Frightful Presence 210 ft. radius, DC 38, maximum affected Creature: 39HD

HP: 664 = (25d12 +15d10 +125 +195)

AC 50, touch 13, flat-footed 50 = (-2 size, 24 natural, +5 deflection, +13 armor)

Saves: Fortitude +40, Reflex +28, Will +35
Immunities: Sleep, Paralysis, Cold
Resistances: DR 5/epic; SR 24, (fire resistance 10)
Weaknesses: Fire Vulnerability (150%)
Defensive Options: Blindfight

BAB: +40, Grapple: +59, Trip: +19 vs. being tripped: +23

Full Attack: 1x Bite +50 (3d8+12; 20/x2), Snatch possible, Reach 15 ft.,
and 2x Claw +48 (2d6+6; 20/x2), Snatch possible, Reach 10 ft.,
and 2x Wing +48 (1d8+6; 20/x2), Reach 10 ft.
and 1x Tail Slap +48 (2d6+18; 20/x2), Reach 10 ft.
alternative for one claw attack: +55/+50/+45/+40 (huge longsword +6, 3d6+18, 15-20, x2, +2d6 vs. chaotic, +2d6 vs. evil foes, decapacitates a foe on a confirmed 20)

or 1x Crush; DC 34, 2d8+15, in space of dragon, max. vs. small sized creatures
or 1x Breath Weapon; DC 34, 50 ft. Cone of Cold (14d8) or 50 ft. Cone of Paralysing Gas

Attack Options: Flyby Attack, Hover, Snatch, Wingover, Power Attack, Blindfight, Smite Evil (+9/+15, 8/day), Tempest Breath

Abilities: STR 34; DEX 10; CON 26; INT 23; WIS 24; CHA 29 (23)

Feats: Improved Natural Attack (Bite), Multiattack, Flyby Attack, Hover, Snatch, Wingover, Improved Initiative, Power Attack, Blindfight, Weapon Focus (Longsword), Improved Critical (Longsword), Diehard, Endurance, Extra Smiting, Tempest Breath (B)

Special Qualities:
Alternate Form (Su): A silver dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

Cloudwalking (Su): A silver dragon can tread on clouds or fog as though on solid ground. The ability functions continuously but can be negated or resumed at will. Immunity to Cold

Aura of Courage (Su), Divine Health (Ex), Lay on Hands (Su): 135 points, Divine Grace (Su)

Spell like Abilities: At will – detect evil, 4/week – remove disease, 3/day - fog cloud

Combat: Silver dragons are not violent and avoid combat except when faced with highly evil or aggressive foes. If necessary, they use fog cloud or control weather to blind or confuse opponents before attacking. When angry, they use reverse gravity to fling enemies helplessly into the air, where they can be snatched. Against flying opponents, a silver dragon hides in clouds (creating some with control weather on clear days), then jumps to the attack when it has the advantage.

Skills: Appraise +10; Bluff +15; Concentration +25; Diplomacy +35; Disguise +20; Gather Information +30; Handle Animal +15; Heal +10; Intimidate +25; Knowledge (Arcane) +20; Knowledge (Architecture & Engineering) +10; Knowledge (Dungeoneering) +10; Knowledge (Geography) +20; Knowledge (History) +20; Knowledge (Nature) +15; Knowledge (Nobility) +10; Knowledge (Planes) +15; Knowledge (Religion) +25; Listen +25; Move Silently +10; Ride +15; Search +25; Sense Motive +30; Spellcraft +20, Spot +25; Survival +20; Swim +12; Use Magic Device +15;

Spells as Sorcerer (CL 9, DC = 16 + Level of Spell) (can choose from the cleric list and the following domain spells as arcane spells, too: air, good, law, sun):
Level 0: (9 known): Read Magic, Detect Magic, Mage Hand, Message, Mending, Guidance, Open/Close, Acid Splash, Ghost Sound
Level 1: (6 known): Shield, Magic Missile, Cure Light Wounds, Grease, Charm Person, Whispering Wind
Level 2: (5 known): Silence, Invisibility, Searing Light, See Invisibility, Glitterdust
Level 3: (4 known): Protection from Energy, Lightning Bolt, Haste, Chain of Eyes
Level 4: (3 known): Stoneskin, Cure Critical Wounds, Dimensional Anchor
Level 5: (1 known): Wall of Force

Equipment: Mithril Full Plate Barding +5 (lesser fire resistance), Ring of Protection +5, Ring of Friendshield, Amulet of Charisma +6, huge adamantine Longsword +6, keen, vorpal, holy, axiomatic, sizeable (“Judge of the Dragons”)

The sword has its full powers only when wielded by a dragon or half-dragon. Otherwise it is a +1 sword without any other powers. A dragon can wield it without problems, the sword adapts in a way that it fits to a dragon's claw.
The sword is one of the oldest weapons the dragon deities have forged. Only when the balance between good and evil is shifting towards the evil side, this sword is given by Bahamut to a draconic hero to restore balance.
This longsword is made of massive adamantine and looks unwieldy with its broad blade. The blade is slightly curved (like a katana), but it has no pointed tip. The metal is grey and always polished, no runes are visible. The hilt resembles a dragon's claw, though no draconic race is depicted. The cross guard is made of one of Bahamut's scales.
The sword is extremely sharp and easily cuts through most materials.
It was frequently used as an executioner's sword against draconic creatures who dishonoured the dragons as a whole.

Alanor keeps a low profile to avoid reconnaissance as an emissary of Bahamut. He obeys Bahamut's orders exactly, but otherwise acts as a paladin would do. He is very kind and forgiving, and readily gives advice if asked to do so. He would use his full display of powers only against Tiamat's emissary.
 
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After the battle at Karelam's farm, the three survivors hid within the stable. When some guards approached the building, the ranger cast a Land Womb and thus avoided detection of the group. During the night, the three retreated to the camp where the dragons and Jasmina stayed.

Estanala offered to call some help (as she and Alanor are not allowed to help the party directly): one of her friend is a paladin and possibly able to assist the party. She uses her bracelet of friends and called the paladin to the camp when the group had agreed. However, the party has become extremely paranoid about strangers. A big discussion followed and, because the warmage openly distrusted the paladin, nearly a fight erupted.

Would have been one of the shortest-living PC story IMC :confused: Well, the paladin is now played by the player who played the tempest before. Quite a change...

A bit later, the second new PC stumbled into the camp: A very curious Narfellian warlock, not really distracted by a huge Silver Dragon and her company. Again, big trouble... But he survived as well, although Jasmina misjudged the guy as a Red Wizard (because of his tattoos).

The party now considered a second attack on Karelam and the Cloud Ray but Jasmina strongly discouraged this idea (DM intervention for storyline reasons and to avoid a TPK, but I'm not really sure if that was a good idea).
Instead, to avoid further expeditions without a capable cleric, she proposed to go to Rashemen to organise her resurrection by the Hathrans. However, the party dislikes Rashemen and the hathrans (without good reasons: the hathrans never treated the party in a bad or disrespectful way). But they had little choice: without Jasmina's magic they wouldn't accomplish much. In addition, they could use the opportunity to unveil the doppelganger of Jasmina's mother.

So Jasmina cast several Sendings to other powerful hathrans and asked for help. When this was granted, the alienist cast two Gates and brought the party to the arranged location. The dragons agreed to protect the baby and stayed in the camp.

Jasmina then accompanied three hathrans into the Urling Forest, but her friends had to stay away from the forest. She warned them that any try to enter the forest would mean certain death. So the party waited, but they expected at least some disguised hathrans that would kill Jasmina instead of bringing her back to life.... :heh: Paranoid party...

But after a while, Jasmina returned, alife, and no longer a telthor. Then the party traveled to Immilmar and on the way, the hathrans told the group that Iron Lord was murdered by a Thayan assassin. The Rashemi are now very nervous about strangers, and the hathrans had to organise the election of a new Iron Lord and defend the country from the next Thayan attack, probably initiated by that Cloud Ray ship (the party gave word about the battle at Karelam's farm).

In Immilmar, the party went to visit Jasmina's parents. Her mother was currently absent, but her father was at home. The group received a warm welcome (the adventurers stayed in the house earlier). Then they waited for Jasmina's mother (her father was not instructed to avoid trouble). Jasmina strongly suggested not to kill the foe, but to get some informations.

Finally she arrived. Jasmina opened the fight with a Holy Word (which showed some effect, leaving the foe deafened). Obviously, it was a doppelganger, since Jasmina knows her mother quite well. A hard fight erupted, mainly because the doppelganger answered with a Blasphemy, greatly weakening Jasmina, the alienist and the warlock (all now at STR 0...). But the rest of the party was still standing and attacking the foe. But instead of dealing subdual damage, they attacked normally, and the paladin killed the doppelganger with a well placed crit (+ smite evil)... :eek:

When the party recovered from the Blasphemy effect, Jasmina tried to get some infos via Speak with Dead, but as the foe was a cleric (with a bead of karma!), the spell failed (the chances were quite low that the spell would succeed). And so another path leading to the guys behind the scenes ended in a pool of blood, well, at least for seven days... :(

After Jasmina's father was told about the doppelganger, he vaguely told the group that his wife was sometimes in the east of Rashemen. The party knows about Citadel Rashemar, but nothing about its inhabitants. They know that it is a very dangerous place (very true, I designed it to be the final place of the campaign).

Again, the party is unsure what to do next since informations are scarce...

*sigh*
 

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