D&D 5E How do you do a siege in 5e?

Apparently, my players have decided to hole up in a diner and now I need to redo a scenario, not unlike assault on precinct 13.
I want to trickle opponents onto them wave by wave until the scariest critter shows up as a kind of inverse dungeonhack.
Has anybody done such a thing and do you have any tips?
 

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aco175

Legend
I seem to remember a module or Dungeon adventure where the idea was the PCs would end up in an isolated cabin or maybe inn. Waves of zombies would attack in the night and the PCs has time between waves to fortify or heal. I do not recall much.

I would have a few waves come at them and then change it to a friendly decision. Maybe another NPC party or lone NPC is outside and needs to be rescued. The PCs need to un-barricade themselves to go outside to aid and then pull back as a new wave comes in. Perhaps the NPCs have healing or something that can help later. Another few waves of varying difficulty with maybe a rest somewhere. Then the big bad finale just before dawn or such.

Just hope the PCs don't rope trick the whole thing.
 

You could this two says: an actual siege (which takes a long while and involves psychological stress as well as fighting), or Call of Duty Zombies (waves of enemies).

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If you're interested in an actual siege, I had a somewhat similar scenario in an adventure I wrote, The Dying Skyseer, where the party goes to an abandoned church built into a cliffside, to meet with a witness to a crime. Beforehand they learn that the church has a small blessing over it to stop bleeding, which means people reduced to 0 HP auto-stabilize inside.

Once the PCs get inside and meet the witness, some attackers sneak in and try to ambush them, but are probably repulsed. The leader of the attackers can phase a limited amount, so once he gets below a certain threshold, he phases as a reaction and tries to flee outside.

If the party tries to leave, they find the door to the church has been blocked off by thick metal bars that were telekinetically slammed into the stone walls of the cliff. There's a small courtyard outside the entrance, and the attackers have a few other minions who are hidden behind cover with ranged weapons pointed at the door, just in case the party tries to pry the bars out. As far as the attackers can tell, they've sealed the PCs in, and now they're sitting ducks. One of the minions outside tells the party to sit tight, because his boss is coming to offer a trade.

In truth, there's a couple ways to sneak out, of various ease and risk. The witness knows about a narrow chimney which will emerge higher up the cliff, so getting out that way is probably not something the whole party can safely manage, but maybe they can send someone to get help. There's also a latrine that could be crawled through, which exits behind some bushes that are within sight of the courtyard in front of the church, so the party would need to be sneaky not to get spotted.

A few minutes later, the mastermind badguy shows up in a carriage and says that if they hand over the witness, he'll leave, and then the PCs can get out of the church safely. This is a lie. The mastermind wants the witness, sure, but is also okay killing him and the PCs.

An hour later, a second carriage shows up with a hostage - one of the PCs' acquaintances, whom the mastermind says he'll execute if the PCs don't hand over the witness. If the PCs agree to a swap, the witness goes out and the hostage goes in with the party, and then the minions telekinetically put the bars back in place. If the PCs don't cooperate, the mastermind executes the hostage.

And regardless of whether the PCs hand the witness over, the mastermind doesn't leave. The mastermind's minions show up with explosives, and they slip up in blind spots to place the explosives above the church's entrance, to collapse the cliff and seal the party in. After the explosives are placed and the fuses are set, the villains all retreat, and the party has about a minute before the boom.

What usually ends up happening is that the party realizes it's dangerous to sneak out and wait for an opportune moment. Then they lose their friend, gets furious at the villain (which makes the payoff for beating him later more satisfying), and then rush out the latrine tunnel as the bombs are just about to explode. Some PCs rush out and try to rescue their friend, at which point the minions fight them and the mastermind has a magic item to let him teleport away. Some PCs just find a reinforced area in the church and tank the cave-in (and they auto-stabilize due to the blessing), then wait a day to get rescued by their friends.

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Your situation sounds different in the challenges the party faces, and because the party chose to hole up, but the same feeling of being trapped exists, and let me tell you, PLAYERS DO NOT LIKE FEELING TRAPPED. Seriously, in a game with a lot of power fantasy stress relief, feeling like they have no good options makes players wail and gnash their teeth and do suicidal stuff because they think GMs are being unfair. We playtested the adventure and made some key changes to ensure the players knew they had several ways out of the situation, and it was a matter of whether they can pull them off, not whether they can find out that they're options.

A good siege isn't just a series of attacks you repulse, but a mix of that and dilemmas. When the attackers realize they can't just overwhelm the party (because there are choke points), and the party knows they can't reasonably make a break for it without getting cut down, the two sides will want to break the siege. Put some stuff inside the diner that they could use to lay traps or maybe build something to cover their escape. Which tactic will they use?

Drop clues that there's a secret entrance (like a sewer tunnel), but don't make it 100% obvious, so the party feels clever when they piece the clues together. Either they can flee through it, or the attackers might discover it and ambush them.

Have someone try to negotiate with them. Is there anything the PCs might want?

Maybe bluff the PCs. Perhaps they see a 'shift change' in the besiegers, and it looks like a good time to make a run for it, but some hints make something look off, because it's actually an ambush to try to lure the party out.

Someone comes to try to set the building on fire. Can the party stop them? Or they create a fog cloud to hide their approach. Or maybe the party spots a flickering light behind the baddies' line, and they realize one of their friends is sending them a message.

What's the 'win condition' here? Just kill all the attackers? Do a ritual to teleport out? Find some hidden clue in the diner that they need and then get the f*** out of Dodge?
 


jgsugden

Legend
I've done this countless times. A "siege" or "tower defense" scenario is very common in my adventures, often as a climax of an adventure (the PCs fight to the center of a dungeon, then have to defend a spellcaster for 10 minutes while a ritual is performed, etc...).

Tell a good story. Make sure that the motivations of the combatants make sense. If you're going to trickle in the enemies, make sure there is a reason for it to take place, such as the first few waves being scouts looking for weak points in the defenses.

Turn the terrain into part of the action. Lighting parts of the place on fire is a good example of ways to incorporate the terrain, as are collapsing roofs, collapsing floors, etc... If they're in the same place for a prolonged period, the place needs to feel like it is changing as the time goes by to keep it fresh.

Make sure there is a reason why the enemy doesn't just burn the place down with them trapped inside to force them out.
 

Dave Goff

Explorer
I'll put player hat on to answer this. While it's fun to think of Magnificent Seven options for defense and wotnot, my first instinct to make it look like I'm fortifying and then try my best to sneak out. Give them the opportunity for a clever escape and they will love it. Otherwise, it's a grind of wave after wave after wave until either boss or the thing that will save them.
 

Thank you all

Probably best to give some further details.

The main concept was treating a Boreal Tiger (essentially a tiger with photokinetic abilities slapped on it to give it a Predator vibe), stalking the party and/or ambushing at some crucial moment, but on 2nd thought don't think it would work.

The PCs are in a town based on Vilna, Alberta where the two dominant life forms are the Trollitariot (large fey with an ocd on building things) and gremlins in a sort of fraggle like relationship.

A secret psychic organization known as the pencil pushers have kidnapped a sizable chunk of the gremlin population so the Trollitariot are building out of control.

The party decided instead of following the lead to the next location, bunkered down in a diner, amongst other things, defend their goat of unusual size (which I had given them to act as the victim, but they fell in love with it as their mascot and gave it the name Randy). Their numbers include a single gremlin and a faerie dragon (whom owns the diner). oh and a single Trollitariot buddy named Mike from Canmore (no idea if anybody will get the reference, but putting it out there). :D

What I'm thinking now is the pencil pushers are using the Trollitariot as muscle through gaslighting and mind control to be the first wave, but am agreeing in giving them a means to break it into skill challenges and changing the layout based on the actions of the pcs and the opponents. As well as giving a way out if they work for it.

The weather currently was 8th level of hell level bad (namely because vilna was that bad at the time with a wind chill that beat it), so thinking the weather really needs to be a factor in the siege, but no idea at this point.
 

okay here's a rough draft of ideas and how it should go:

The siege game plan.

Overall: the trick is to fend off waves of mind-controlled Trollitariots, their pencil pusher handlers, and avoid a certain large boreal tiger.

special properties
Since they did a skill montage they can setup 1d3 home alone traps in the area if they can rationalize them. (not sure 0)
Party controls allies for this scenario and can roll initiative. However, if they get spooked (hurt or mind games and a wis dc 12, they act as a fear spell has been cast on them. This might mean they undo some of the fortifications.
Every round spent outside, the user must make an extreme weather con save or suffer from exhaustion.

Scenario 1
location diner
there are no cameras on the diner (as specified by the skill montage)
they successfully fortified the place with wood and the chairs of the diner.
however, this has reduced their vision significantly.
each wall can be hit about 4 times before it falls.
at two hits, it no longer provides a breaking of the line of sight.
at four hits, the wall is gone and now the entire place is facing the extreme cold.

the encounter itself will make it about halfway between a medium and a hard encounter.

Between scenarios:
give the option to refortify or run
either will be a skill challenge.

the run
(using chase montage)
Success: means they got to the coin off.
Failure: means they got waylayed in the streets/outside
If they roll a 1, the Boreal tiger is attracted to the area. It will try to eat the giant goat over any other targets, but will respond aggressively to the party if they get in the way.

if fortified
Success:
can do one of the following
Means they can repair a wall back to full.
setup a trap
prepare to bug out. (next time they need to run, the first two rolls get adv).

Scenario 2.
pet dire wolf pack, some mind-controlled trollitariots, and at least one pencil pusher handler.
the location will be varied on their decision during between scenerios.

Scenerio 3.
This is when the pencil pushers quite messing around and bring out the big guns

probably a hard encounter, but not sure how bad it would be since they were already beat up for two rounds.

*************************
how's that?
 



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