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View Full Version : A Conjurer and 3 hobos meet up with PC's...



smashbro
2011-06-23, 10:05 PM
so, in my campaign, the PC's are supposed to be looking into getting a job with a Count. Now, they are only supposed to meet a representative of the Count, and be tested before they get the job. But...

in the last adventure, they screwed up royally. So, to help them, they needed to go off script and teleport. They paid a guy to do it. Now, at the end of the adventure, they blew up the town. Like, everything. Aside from those in the party with them.

This wizard is included. But if he can teleport, what is to stop the party from teleporting right to the Count's mansion? suggestions? as of now, he is acting as a wizard for hire for them; if they want him to do something, it'll either have to benefit him too, or they have to pay him.



also, our druid decided that he wanted to make a hobo army. he has 3 hobos with him. I want them to be kinda crappy for most of the adventures, but if they keep the hobos and train them, they could be good support in battle. What should their base stats be? any suggestions?


also, if it matters, the party consists of 1 Rogue, 2 Archer-Rangers, 1 Dual Wielding Ranger, and 1 Druid

Runestar
2011-06-23, 10:12 PM
MM5 has stats for warsoul hobgoblins, which are basically souped up hobgoblin casters with monstrous humanoid HD, as well as entries for hobgoblin duskblades. Think they would be quite flavourful and apt additions for a wizard-trained army.

Big Fau
2011-06-23, 10:12 PM
First of all, Teleport has a miss chance. A big one at that (5d100% miles). And one that isn't easily avoided without being intimately familiar. Simply fudging the roll is enough to ensure they end up somewhere other than the count's house itself.

Secondly, there are ways to ward against teleportation. An Eternal Wand of Anticipate Teleportation does the job (albeit for nearly 15K), and is a perfect piece of treasure for the party too.

Shadowknight12
2011-06-23, 10:23 PM
"One casting of Anticipate Teleportation! One! Two magical traps set off to fry teleporting intruders! Two! Three golems to pummel whoever's left! Three! Four assassins waiting in the shadows! Four! Five archers aiming from on high! Five! Ah ha ha!"