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In short, the party has trapped the bad guys in the dungeons of a castle,
and the bad guys have some time to prepare to mount a defense. What
defenses do you throw at the party? The party is 5 7th level characters(2F,
1C, 1MU, 1Monk)
Several high level guys had literally nowhere else to go but down into the
lower levels of a keep. They barricaded all entrances to the lower levels
to buy themselves enough time. There are no exits to the dungeons that the
party has not found, and they have effectively barricaded ALL exits except
the one they intend to enter. Assume that the bad guys will not escape from
the dungeons by means of the other exits(basically, the party collapsed
portions of the keep on top of those entrances).
The bad guys consist of:
1. Minor Villain: Assassin henchman of major badguy(the assassin is 8th
level). Works alone most of the time.
2. Minor Villain: Chief advisor to the major badguy, a wizard, with a
staff of power and a variety of other mage related magic items(the wizard is
9th level). Rarely leaves the side of the major badguy.
3. Major Villain: The only reason he's the major villain is because he's
the guy the party hates(they had a scuffle with him a while ago, and he got
on their "to kill" list). He's the lord of the castle, an 11th level
fighter, whom the party BELIEVES to be a vampire, and the lord knows that
they think he's a vampire(a rumor specifically planted by him to lead the
party down wrong attack paths).
4+. Finally, there are a variety of living and undead minions down there.
Guards of a variety of levels, skeletons, zombies, ghouls, wights(the undead
are controlled by the wizard), etc. I have no problem placing almost any
monster down there that is able to fit in the corridors, providing there's
at least a semblance of a reason for it being there.
The catch is that the party is seeking a good and noble lord that was
kidnapped by the evil lord, and he knows that this is what they want, and
the good guy is downstairs, a prisoner of the bad guy. This good guy is
literally the only bargaining chip the bad guy has left. He will not kill
the good lord unless absolutely necessary, because once the good guy lord is
dead, he has nothing left to bargain with(should it come to the point that
There are two levels of dungeons, entirely located directly beneath the
keep. In a previous adventure, the upper level was about half searched by
the party, so they know half of the first level of the dungeon. Because of
laziness on my part, the dungeon was made by use of a random dungeon map
generator, and I won't change it(without some SPECTACULAR idea that depends
on a certain specific setup).
So, the question becomes, with hundreds of trapped mooks at their disposal,
and a few hours of prep time while the party recovers from the battle for
the capture of the castle, what devious and diabolical sneakiness and setups
would you use to drain resources from and generally piss off the party?
Assume they have "basic construction materials" for whatever plan they need
to come up with. Assume the wizard has whatever spell would make your plan
cool.
The only caveat: as soon as the party sees the main bad guy, they will
chase him down until they find and kill him, without question. So, I'd like
to keep the mainbadguy hidden for quite some time. The other two can be
used at your liesure. Heck, knowing this, an illusion of the mainbadguy
would be a great way to lure them into a devastating trap.
Any constructive ideas are appreciated.
--
Jeff Goslin - MCSD - www.goslin.info
It's not a god complex when you're always right
In short, the party has trapped the bad guys in the dungeons of a castle,
and the bad guys have some time to prepare to mount a defense. What
defenses do you throw at the party? The party is 5 7th level characters(2F,
1C, 1MU, 1Monk)
Several high level guys had literally nowhere else to go but down into the
lower levels of a keep. They barricaded all entrances to the lower levels
to buy themselves enough time. There are no exits to the dungeons that the
party has not found, and they have effectively barricaded ALL exits except
the one they intend to enter. Assume that the bad guys will not escape from
the dungeons by means of the other exits(basically, the party collapsed
portions of the keep on top of those entrances).
The bad guys consist of:
1. Minor Villain: Assassin henchman of major badguy(the assassin is 8th
level). Works alone most of the time.
2. Minor Villain: Chief advisor to the major badguy, a wizard, with a
staff of power and a variety of other mage related magic items(the wizard is
9th level). Rarely leaves the side of the major badguy.
3. Major Villain: The only reason he's the major villain is because he's
the guy the party hates(they had a scuffle with him a while ago, and he got
on their "to kill" list). He's the lord of the castle, an 11th level
fighter, whom the party BELIEVES to be a vampire, and the lord knows that
they think he's a vampire(a rumor specifically planted by him to lead the
party down wrong attack paths).
4+. Finally, there are a variety of living and undead minions down there.
Guards of a variety of levels, skeletons, zombies, ghouls, wights(the undead
are controlled by the wizard), etc. I have no problem placing almost any
monster down there that is able to fit in the corridors, providing there's
at least a semblance of a reason for it being there.
The catch is that the party is seeking a good and noble lord that was
kidnapped by the evil lord, and he knows that this is what they want, and
the good guy is downstairs, a prisoner of the bad guy. This good guy is
literally the only bargaining chip the bad guy has left. He will not kill
the good lord unless absolutely necessary, because once the good guy lord is
dead, he has nothing left to bargain with(should it come to the point that
There are two levels of dungeons, entirely located directly beneath the
keep. In a previous adventure, the upper level was about half searched by
the party, so they know half of the first level of the dungeon. Because of
laziness on my part, the dungeon was made by use of a random dungeon map
generator, and I won't change it(without some SPECTACULAR idea that depends
on a certain specific setup).
So, the question becomes, with hundreds of trapped mooks at their disposal,
and a few hours of prep time while the party recovers from the battle for
the capture of the castle, what devious and diabolical sneakiness and setups
would you use to drain resources from and generally piss off the party?
Assume they have "basic construction materials" for whatever plan they need
to come up with. Assume the wizard has whatever spell would make your plan
cool.
The only caveat: as soon as the party sees the main bad guy, they will
chase him down until they find and kill him, without question. So, I'd like
to keep the mainbadguy hidden for quite some time. The other two can be
used at your liesure. Heck, knowing this, an illusion of the mainbadguy
would be a great way to lure them into a devastating trap.
Any constructive ideas are appreciated.
--
Jeff Goslin - MCSD - www.goslin.info
It's not a god complex when you're always right