Pimp My Inquisition or: A Question of Secret Police


Advice


Ok, so I'm the GM of a game in which arcane magic has become taboo and is outlawed due to certain events in the past. However, just because it's illegal doesn't mean it doesn't exist, as we in the real world are well aware. In order to deal with it, the government has set up a secret police force that resembles the East German Stasi both in operation and how pervasive they actually are. These guys are seemingly everywhere, and have a knack for "disappearing" people off the streets in broad daylight. They also operate on the belief of "If there's one, there's a dozen." and on at least one occasion they have burnt an entire village to the ground and killed most of the inhabitants because of this. They're incredibly good at what they do, and because of this only the most clandestine groups of arcane casters, or those with heaviest of fortifications, have survived.

My PCs are level 3 right now, and the party composition is Paladin, Cleric, Rogue, Ranger, Barbarian. They haven't had a run in with them yet because they lack an arcane caster, but they've recently come into possession of a lot of magical contraband and their first contact is rapidly approaching. I've got an idea on how to fill the ranks, with Rogues and Inquisitors being the classes of choice, but I'm needing a little bit of advice for setting up an encounter. I figure that my PCs will be at least level 5 by the time they have their first real face-to-face with them, and I want it to be the first fight that they're very likely to have to run away from. They've had a few close calls before, but I want this one to really make them scared.

I'm looking at a Dhampir Inquisitor 5/Rogue 2 and a Halfling Rogue 5, using a 20-point buy, for the two big guys that the party will be facing. They'll be supported by a group of the Halfling Expert 3(CR 1) "Seasoned Trappers" from the NPC Codex. Relevant combat info for the two big guys -

Victor Jameson - Dhampir Inquisitor 5/Rogue 2
Str 10, Dex 16, Con 12, Int 11, Wis 14, Cha 16.
HP - 45 AC - 19(13 Touch, 15 Flat Footed)
Feats - Point Blank Shot, Precise Shot, Improved Initiative, Dodge, Feint Partner
Domain - <Not Sure>
Spells -
0 - Detect Magic, Read Magic, Purify Food/Drink, Resistance, Stabilize, Spark
1 - Cure Light Wounds, Entropic Shield, Shield of Faith, Divine Favor
2 - Inflict Moderate Wounds, Zone of Truth, Weapon of Awe
Rogue Talent - Fast Stealth
Gear - MWK Chain Shirt, MWK Buckler, Merciful Heavy Repeating Crossbow, Lenses of Darkness, Blue Whinnis poison.

Matthew McCrae - Halfling Rogue 5
Str 8, Dex 18, Con 12, Int 14, Wis 13, Cha 14
HP - 38 AC - 20(15 Touch, 15 Flat Footed)
Alternate Racial Traits - Fleet of Foot, Polyglot
Feats - Point Blank Shot, Rapid Reload, Dodge
Rogue Talents - Canny Observer, Fast Stealth
Gear - MWK Chain Shirt, Merciful Light Crossbow, Potion of CLW, Blue Whinnis poison, Drow poison.

Prior to combat, Jameson will coat his initial 5 bolts in Blue Whinnis poison, cast Weapon of Awe on his crossbow, and cast Divine Favor and Entropic Shield on himself. McCrae will coat one bolt in Blue Whinnis, and another 3 in Drow poison. The combat itself should begin as an ambush. On the surprise round, Jameson and McCrae will make their sneak attacks on separate targets, hopefully doing a hefty chunk of non-lethal damage and subjecting them to doses of poison. The Trapper NPCs will choose targets and open fire with their MWK light crossbows. If no one has been knocked unconscious on the surprise round, the next round will play out exactly the same, with the exception of McCrae's shot being laced with Drow poison instead of Blue Whinnis. If someone has been knocked unconscious, then anyone who had that person targeted will switch to a new target. For the rounds following, they will continue this method of attack while trying to stay out of melee range. If one of the PCs is knocked unconscious, the Trappers will switch to spears and move to retrieve him while Jameson and McCrae give covering fire. If none of the PCs have been knocked unconcious by the 6th round, then the ambush will turn into a full retreat. Otherwise, combat will continue until either the Trappers are disabled or a PC is captured. If, during the course of the battle, the PCs decide to retreat due to PCs being knocked out, Jameson and McCrae will target any PC who is carrying or otherwise aiding a disabled PC in their escape. This is to prevent their prize from getting away, and possibly gain a second one in the process.

As you can see, I've got the actual combat encounter pretty well planned out as it is, but I'm still looking for suggestions to make it better. I don't want the encounter to be lethal, and I want them to have a chance at victory, but I want to make it so that running is the better option. Leading up to the fight, I plan on having McCrae and Jameson stalk them through a city, and I'd like suggestions on how to handle that as well. I want it to build tension. I also still need a domain for Jameson. He doesn't have a deity, instead being devoted to the cause of eliminating arcane magic and enforcing the ban. I just don't know which domain would work best for him.

If there's any more information you guys need, let me know and I'll try to get it for you.

Grand Lodge

Sounds like a lot of fun! I know that it may not help the inquisitor to much against the party, but, the Spellkiller Inquisition from UC would be a great one for the character concept.

Also, if you have UC I would suggest looking at the Iconoclast, Spellbreaker, and Witch Hunter archetypes. Full of fun stuff that perfectly fits the theme.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Pimp My Inquisition or: A Question of Secret Police All Messageboards

Want to post a reply? Sign in.