Yair
Community Supporter
The PCs got it into their head to assault the local thief's guild. Now I have to come up with their headquarters and their defense plan. I'm looking for advice in planning the guild's hideout.
I've already established that these guys run a gambling operation at a local inn, and their headquarters (or one of them, anyway) is below the place, through a trap-door in the kitchen. They're the weaker of two thief guilds in the city, and the PCs have already taken down lots of their members. (Although they don't really realize this.) [They are the Alleybashers from the Shackled City Adventure Path.]
The PCs are at level 6, but buffed up with house rules so I'm pegging them at CR 7 or so. There are four PCs, plus one NPC, plus two more PCs that may or may not participate - overall, 5 to 7 CR 7 PCs.
[And if any of my players is reading this - stop now, before it will be too late.]
I have designed the basic setup. What I find difficult is how to run the big encounter in Room 3: how to run it and what to put in it that won't overwhelm but will challenge the party. I'll be happy for any advice on this, or for alternative hideouts and scenarios.
Here is my design...
Room 1: Guard Pit [EL 2]
Past an excellent lock and hidden trapdoor, one guard (level 2 rogue) in a recess overlooking the entrance so he'll get to see folks before they see him. The entire room is protected with a mental alarm stone,keyed to the resident wizard (the Alleybashers know the password). Only one other door leads from this pit, and it's clumsy to climb to.
Room 2: Trap Room [EL 5]
A strong metal door is at the entrance; it is trapped (CR 2).
Inside the room is wide, with "parapets" surrounding it. Two guards are always here (CR 2 each), with 4 more possibly coming if the alarm is sounded. They hide behind the parapets, and activate a Large Net Trap (CR 2), then attack with poisoned arrows.
Room 2a: Lounge
Some games, tables, and so on. Two rogues (CR 2) are here, but are accounted for above.
Room 2b: Quarters
A few mattresses for when an alleybasher needs to stay there for some time. Two are here, but are accounted for above.
Room 3: Inner Chambers [EL ]
This is where the big bosses will make their stand. This is where I'm finding things really difficult to create and run.
My thinking is to make a very large chamber, lit by dim lanterns and torches casting many shadows. There are lots of columns, pillars, daises, and curtains in the room. There are also lots of secret traps and doors that can be set off mechanically (but not by accident); each is activated by a move or standard action, not automatically triggered.
The idea is to have the battle be of sneaky rouges hiding in the shadows and activating traps, tumbling to lead the PCs to step on the traps, and attempting to sneak-attack by ganging up on PCs or striking from the shadows. In the meantime, the wizard and/or cleric will attack and confuse with spells.
Some possible devices: Deeper Pit Trap (CR 1), Scything Blade (CR 1), Spiked Pit (CR 2), Ceiling Pendulum (CR 3), Hail of Needles (CR 3), Stone blocks (chandelier) from ceiling (CR 3), Collapsing Column (CR 4), Fusillade of Darts (CR 5), Moving Executioner Statue (CR 5), Poison Wall Spikes (CR 5), Black Tentacles Trap (CR 7). Also three secret doors, two allowing exit to the outside and one into the secret chamber.
This room may also be protected by an extended bane trap (CR 3), and the cleric probably cast a glyph of warding.
The room is occupied by the last stand. Not sure as to their composition. I think a guildmaster is needed, as is a wizard; a cleric of Olidamarra might also be appropriate. The guildmaster would work well as a shadowdanver (CR 10? That's when he gets shadow illusion), a few alleybashers (CR 2 rogues), a wizard (CR 8 illusionist?), and a cleric of Olidamarra (CR 8?). Statting them out will be a small nightmare.
Room 3a, 3b, 3c: Private chambers for the guild leaders. Probably include a glyph, a sepia snake sigil, or a mechanical trap to guard each.
Room 4: Secret Chamber
This is where the treasure not stashed into the leader's rooms is kept. Entrance through a secret locked trapped (whirling poison blades, CR 6) door; perhaps with compacting room trap (CR 6) as well.
The treasure here consists of lots of money, some magic items they thought might be useful some day (they fence/use the rest), and some information.
I've already established that these guys run a gambling operation at a local inn, and their headquarters (or one of them, anyway) is below the place, through a trap-door in the kitchen. They're the weaker of two thief guilds in the city, and the PCs have already taken down lots of their members. (Although they don't really realize this.) [They are the Alleybashers from the Shackled City Adventure Path.]
The PCs are at level 6, but buffed up with house rules so I'm pegging them at CR 7 or so. There are four PCs, plus one NPC, plus two more PCs that may or may not participate - overall, 5 to 7 CR 7 PCs.
[And if any of my players is reading this - stop now, before it will be too late.]
I have designed the basic setup. What I find difficult is how to run the big encounter in Room 3: how to run it and what to put in it that won't overwhelm but will challenge the party. I'll be happy for any advice on this, or for alternative hideouts and scenarios.
Here is my design...
Room 1: Guard Pit [EL 2]
Past an excellent lock and hidden trapdoor, one guard (level 2 rogue) in a recess overlooking the entrance so he'll get to see folks before they see him. The entire room is protected with a mental alarm stone,keyed to the resident wizard (the Alleybashers know the password). Only one other door leads from this pit, and it's clumsy to climb to.
Room 2: Trap Room [EL 5]
A strong metal door is at the entrance; it is trapped (CR 2).
Inside the room is wide, with "parapets" surrounding it. Two guards are always here (CR 2 each), with 4 more possibly coming if the alarm is sounded. They hide behind the parapets, and activate a Large Net Trap (CR 2), then attack with poisoned arrows.
Room 2a: Lounge
Some games, tables, and so on. Two rogues (CR 2) are here, but are accounted for above.
Room 2b: Quarters
A few mattresses for when an alleybasher needs to stay there for some time. Two are here, but are accounted for above.
Room 3: Inner Chambers [EL ]
This is where the big bosses will make their stand. This is where I'm finding things really difficult to create and run.
My thinking is to make a very large chamber, lit by dim lanterns and torches casting many shadows. There are lots of columns, pillars, daises, and curtains in the room. There are also lots of secret traps and doors that can be set off mechanically (but not by accident); each is activated by a move or standard action, not automatically triggered.
The idea is to have the battle be of sneaky rouges hiding in the shadows and activating traps, tumbling to lead the PCs to step on the traps, and attempting to sneak-attack by ganging up on PCs or striking from the shadows. In the meantime, the wizard and/or cleric will attack and confuse with spells.
Some possible devices: Deeper Pit Trap (CR 1), Scything Blade (CR 1), Spiked Pit (CR 2), Ceiling Pendulum (CR 3), Hail of Needles (CR 3), Stone blocks (chandelier) from ceiling (CR 3), Collapsing Column (CR 4), Fusillade of Darts (CR 5), Moving Executioner Statue (CR 5), Poison Wall Spikes (CR 5), Black Tentacles Trap (CR 7). Also three secret doors, two allowing exit to the outside and one into the secret chamber.
This room may also be protected by an extended bane trap (CR 3), and the cleric probably cast a glyph of warding.
The room is occupied by the last stand. Not sure as to their composition. I think a guildmaster is needed, as is a wizard; a cleric of Olidamarra might also be appropriate. The guildmaster would work well as a shadowdanver (CR 10? That's when he gets shadow illusion), a few alleybashers (CR 2 rogues), a wizard (CR 8 illusionist?), and a cleric of Olidamarra (CR 8?). Statting them out will be a small nightmare.
Room 3a, 3b, 3c: Private chambers for the guild leaders. Probably include a glyph, a sepia snake sigil, or a mechanical trap to guard each.
Room 4: Secret Chamber
This is where the treasure not stashed into the leader's rooms is kept. Entrance through a secret locked trapped (whirling poison blades, CR 6) door; perhaps with compacting room trap (CR 6) as well.
The treasure here consists of lots of money, some magic items they thought might be useful some day (they fence/use the rest), and some information.
