Well, here's the deal.
First of all, there is this:
http://www.enworld.org/showpost.php?p=2688090&postcount=1924
I know I have mentioned this party elsewhere before.

prior to chief Nosnra mounting his assault on the city, the party was subject to a somewhat effective assassination attempt (somewhat effective, I say, because while they did not kill any party members, they incapacitated one and severely wounded another before the ultra-quick PCs fled).
The assault on the city was supposed to be my last session for awhile, before I passed the campaign back to the guy who was running it before.
The party's tempest (3.0 brokenness up the wazoo) has decided that he can, will, and must track down these assassins. This, to me, is an example of divergence from the campaign to a severity that must be punished.

heheheh. He figured that the assassins will come back to haunt them eventually (probably not), and besides the killers stole a prized magic scythe from one of the targets and he wants that back more than he wants the assassins dead. The party has way more than enough magical




already, why do I want to return a successfully stolen prize without a knockdown dragout?
So, if he is really hell-bent on finding these guys, it won't be easy. With enough inquiring and hunting, they will manage to find these guys' guild. The guild will not be wanting to talk to someone unannounced. They will be prepared for bozos wandering in to their hideout. I'm thinking there should be a nice trapped entry room for them to waltz straight into. They now have animal companions (2 druids recently joined the party, who are partly to blame for Nosnra's easy defeat), so I want something to make their Scent quality useless, and disturb them in the process. There should be several invisible assassins hiding in and on the outside of the hideout/fortress.
In the trap room, I want to put a couple of bruiser targets to take the party's attention away from hiding assassins. I think an antimagic field on the part of the room where the assassins are not hiding should be nice (take away all those neat buff spells the party likes to use, as well as their magic weapons and armor), and then stick a poison gas in the floor grate, and a few volleys of poisoned darts from the wall panels. With the party weakened and distracted by the bruisers, those with assassin levels will be able to study them for the death attack.
Meanwhile, if any party members wait outside while some go in, there will be greater invisible spellcasters waiting to mess them up. They need to be inside the building until the party goes in, since the party mage will likely be flying and using see invisibility like he did against Nosnra's poor slain minions.
I think the guild leader should be a real terror for the tempest to mess with. Since he loves crits, maybe an undead or other creature immune to crits. I was also thinking of giving him some levels in tempest, to give Thog a taste of his own medicine. The leader and bruisers should not be overly dependent on magic, since they are going to try to keep the party within the antimagic field.
Like I said, they want to do this, it ain't gonna be easy.
