Portals in Amn
By Gwendolyn F.M. Kestrel
in Athkatla and disguised as a gold dwarf jeweler, Panma, a rakshasa,
operates an international spy ring -- the Ears. Every major metropolis
in Faerûn has a seemly-innocent storefront that covers up a deadly spy
network. The cover may be a tailor's, jeweler's, or some other elite craft
catering to a well-to-do and powerful clientele.
of these branch offices has a two-way portal to a long-abandoned
elven council chamber in the forests of Cormanthor. For her own protection,
Panma, has only a one-way portal to the meeting place. She usually
of the Ears meet on every new moon to share information they've gathered
and to piece together international plots and events. The spy ring uses
rogues and multiclass rogues of various races and abilities, but they
all are masters of disguise and deception and at least 10th level. If
members need to contact Panma, they arrange for a coded message to be
passed via a sending spell. None of the members know that Panma
is a rakshasa, although many know she is not the gold dwarf she seems
uses the intelligence gathered by her group for profit. Sometimes it blackmails
a victim; sometimes the information is given in trade or to secure favors.
hp 52; see Monster Manual, page 153.
Branch of the Ear
the wealthy and powerful in Athkatla go to Pharsun's for their court finery.
Only the wealthiest of the middle-class merchants can afford to patronize
the tailor for special items of apparel.
is located on Cloth Street and resembles a fine home. The rooms are spacious,
with items of clothing or swaths of cloth tastefully laid out as samples.
Nothing is purchased off the rack. All clothing is custom-made. Clients'
measurements and preferences are kept on file. Each item created for a
client is unique. Well, unique except for one copy kept hidden in storage
in the event that Pharsun or another member of the Ear ever needs to impersonate
clothing styles, approving designs, and getting fitted are all very time-consuming
tasks. Often during a fitting, a client will have a friend along and chat
freely about the events of the day or upcoming happenings. The tailor
largely goes unnoticed. This information is carefully recorded after the
portal to the meeting place is located behind a secret door in
Male half-elf Rog12; CR 12; Medium-size humanoid (elf); HD 12d6-12; hp
32; Init +2; Spd 30 ft.; AC 14 (touch 12, flat-footed 14); Atk +10/+5
melee (1d4+1/19-20, +1 dagger); SA Sneak attack +6d6; SQ Evasion,
half-elf traits, slippery mind, traps, uncanny dodge (Dex bonus to AC,
can't be flanked, +1 against traps); AL N; SV Fort +3, Ref +10, Will +5;
Str 10, Dex 15, Con 8, Int 14, Wis 12, Cha 17.
and Feats: Appraise +16, Bluff +16, Decipher Script +15, Diplomacy
+22, Escape Artist +8, Innuendo +8, Intimidate +5, Listen +4, Move Silently
+12, Profession (tailor) +16, Read Lips +17, Search +18, Sense Motive
+16, Spot +19, Use Magic Device +18; Alertness, Blind-Fight, Dodge, Leadership,
(Ex): If exposed to any effect that normally allows a character to
attempt a Reflex saving throw for half damage, Pharsun takes no damage
with a successful saving throw.
Traits: Pharsun is immune to magic sleep spells and effects
and has a +2 racial bonus on saves against enchantment spells or effects.
He has low-light vision (can see twice as far as a human in low-light
conditions) and a +1 racial bonus on Listen, Spot, and Search checks (already
figured into the statistics given above).
Mind (Ex): If Pharsun is affected by an enchantment and fails his
saving throw, 1 round later he can attempt his saving throw again. He
gets this extra chance to succeed only once.
Possessions: Bracers of armor (+2), +1 dagger, vest of escape, boots of elvenkind, chime of opening (5 charges), cloak of Charisma (+4), potion of hiding, potion of cure light wounds, 200 gp.
to Incorporate the Ear Portal Into Your Campaign
- The PCs might have
reason to visit one of the Ear's shops on their own. What news do they
relate there that comes back to haunt them?
- Perhaps the PCs
get on the wrong side of Pharsun or Panma. What do they do about this?
- The PCs may have
a rogue in the party who is prime material for recruitment. What does
the rogue do? What happens if the rogue refuses?
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