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Attacking the Thief-Guild
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<blockquote data-quote="Imp" data-source="post: 3637077" data-attributes="member: 40094"><p>As I recall the thieves in Ill Met In Lankhmar do a lot of sneak-attacking via trapdoor, rafters, behind curtains with thrown knives and such.</p><p></p><p>I am not sure "the weaker of two thieves' guilds in the city" would be eager to split to the four winds and start trying to rally everyone in the city against the adventurers, mainly because this seems like an excellent signal for the stronger guild to go ahead and finish them. I think they'll try to make a deadly trap out of their headquarters somehow... (reads)</p><p></p><p>... unsophisticated, eh? Okay, a lot of sneak-attacking from prepared positions, luring into some sort of trap that limits the player's mobility in a fairly big room. Like your trap room with the net. Maybe add a grease or web spell. Follow this by the opening of a secret chamber that dispenses a mob of the skankiest low-lifes the town has to offer, buffed as much as the thieves' guild can afford and ready to pound the PCs into next week. Meanwhile the actual thieves close and bar all entrances and fire into the room via arrow slits - your poison arrow archers. When the doors start being opened, the thieves bug out. Maybe if they have access to magic they leave some decoys to try to get the party to fire off some unnecessary spells. They wait until the party is regrouped, resources expended, and heading home with the loot, and <em>then</em> try the final showdown, at the party's home base. (Of course, if there are mages with the thieves, some of their spells will have been expended too, from say buffing the mob of low-lifes; after all they aren't that clever.)</p></blockquote><p></p>
[QUOTE="Imp, post: 3637077, member: 40094"] As I recall the thieves in Ill Met In Lankhmar do a lot of sneak-attacking via trapdoor, rafters, behind curtains with thrown knives and such. I am not sure "the weaker of two thieves' guilds in the city" would be eager to split to the four winds and start trying to rally everyone in the city against the adventurers, mainly because this seems like an excellent signal for the stronger guild to go ahead and finish them. I think they'll try to make a deadly trap out of their headquarters somehow... (reads) ... unsophisticated, eh? Okay, a lot of sneak-attacking from prepared positions, luring into some sort of trap that limits the player's mobility in a fairly big room. Like your trap room with the net. Maybe add a grease or web spell. Follow this by the opening of a secret chamber that dispenses a mob of the skankiest low-lifes the town has to offer, buffed as much as the thieves' guild can afford and ready to pound the PCs into next week. Meanwhile the actual thieves close and bar all entrances and fire into the room via arrow slits - your poison arrow archers. When the doors start being opened, the thieves bug out. Maybe if they have access to magic they leave some decoys to try to get the party to fire off some unnecessary spells. They wait until the party is regrouped, resources expended, and heading home with the loot, and [i]then[/i] try the final showdown, at the party's home base. (Of course, if there are mages with the thieves, some of their spells will have been expended too, from say buffing the mob of low-lifes; after all they aren't that clever.) [/QUOTE]
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