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Adventurer problem, Need Advice from the good people who frequent military threads
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<blockquote data-quote="Dr. Strangemonkey" data-source="post: 667693" data-attributes="member: 6533"><p>Well, the warlord is Lord Pandarus from Oathbound or Plains of Pennance. The relevant details are primarily that he is aggressive, has diverse interests, many potential powerful enemies, large enemies, lots of magic and steam punk tech, and all the joyous powers of a level 20 monk and then some.</p><p></p><p>Basically the way the world works is that individuals of great personal power sometimes work their way up to becoming bloodlords. These guys, in turn, sponsor other adventurers as their agents, or vanguards, and there are a fair amount of pretty high level adventurers around. You generally can't start play cept as level 7, though there are a lot and a lot more lower level things as one would suspect. </p><p></p><p>Still I would guess that the common level of most bloodlords' regular forces is around 4th with officers being far higher and support staff, conscripts, and auxiliaries being lower.</p><p></p><p>Still the high level parties of vanguards and rashers are fairly strong willed and well known, particularly to other vanguards trying to discover their location.</p><p></p><p>The camp in question is made up of a fairly large group with support staff outnumbering regulars and specials to a high degree. The main purpose of the camp is to create a base in a protected area for an invasion force that will be along later. So there are a lot of siege engines and slow special units that need to be prepared in advance of the main force, bu they are relying primarily on stealth to defend themselves.</p><p></p><p>The PCs just happen to be around the place, and I want to give them a good fight that makes sense. I figure that the commander of the force is going to want to put together something that can neutralize the threat of such parties without wasting lots of his men who he needs to be building things.</p><p></p><p>I'm just looking for ideas about what that might be.</p><p></p><p>Ah, the other principle I'm working off of is that this lord doesn't really want to rely on adventuring parties for defense. For one thing there are probably way more targets than parties, and for another if he isn't keeping using his parties to put pressure on his opponents and protect super valuable stuff then he's probably in even thicker trouble.</p><p></p><p>Now some sort of adventurers unit that has fairly high level characters but lacks the unique chemistry and bonding of an adventuring party, and thus expense, and makes up for it with discipline and standardization might work.</p><p></p><p>But if that's true than what would be your ultimate party design to take down another party. Particularly if the other party could be of a variety of levels of competence. Probably between 7th at the lowest level a patrol couldn't take care of and 14 at the level where an appropriately high level threat would have to be called in from the outside to counter.</p></blockquote><p></p>
[QUOTE="Dr. Strangemonkey, post: 667693, member: 6533"] Well, the warlord is Lord Pandarus from Oathbound or Plains of Pennance. The relevant details are primarily that he is aggressive, has diverse interests, many potential powerful enemies, large enemies, lots of magic and steam punk tech, and all the joyous powers of a level 20 monk and then some. Basically the way the world works is that individuals of great personal power sometimes work their way up to becoming bloodlords. These guys, in turn, sponsor other adventurers as their agents, or vanguards, and there are a fair amount of pretty high level adventurers around. You generally can't start play cept as level 7, though there are a lot and a lot more lower level things as one would suspect. Still I would guess that the common level of most bloodlords' regular forces is around 4th with officers being far higher and support staff, conscripts, and auxiliaries being lower. Still the high level parties of vanguards and rashers are fairly strong willed and well known, particularly to other vanguards trying to discover their location. The camp in question is made up of a fairly large group with support staff outnumbering regulars and specials to a high degree. The main purpose of the camp is to create a base in a protected area for an invasion force that will be along later. So there are a lot of siege engines and slow special units that need to be prepared in advance of the main force, bu they are relying primarily on stealth to defend themselves. The PCs just happen to be around the place, and I want to give them a good fight that makes sense. I figure that the commander of the force is going to want to put together something that can neutralize the threat of such parties without wasting lots of his men who he needs to be building things. I'm just looking for ideas about what that might be. Ah, the other principle I'm working off of is that this lord doesn't really want to rely on adventuring parties for defense. For one thing there are probably way more targets than parties, and for another if he isn't keeping using his parties to put pressure on his opponents and protect super valuable stuff then he's probably in even thicker trouble. Now some sort of adventurers unit that has fairly high level characters but lacks the unique chemistry and bonding of an adventuring party, and thus expense, and makes up for it with discipline and standardization might work. But if that's true than what would be your ultimate party design to take down another party. Particularly if the other party could be of a variety of levels of competence. Probably between 7th at the lowest level a patrol couldn't take care of and 14 at the level where an appropriately high level threat would have to be called in from the outside to counter. [/QUOTE]
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