Raven Crowking
First Post
schporto said:If I was going to outright capture them and railroad the whole thing, I'd agree. But I'm not. I'm going to put them in a situation where they will probably piss off the local lord. Him being a jerk will probably yell for the town gaurd to capture them. Considering most miltia is a 2nd level fighter, and 4 1st level warriors. They'll wipe the floor with em. And leave. OK. That's fine. But really its pretty damn boring. Considering how often the town gaurd must run afoul of adventurers, I was thinking they'd have some kind of plan as to how to handle them. I mean really. Adventurers are powerful. Any 6th level group will take out most 'towns' of size "Small town" or smaller. So I'm looking for some suggestions about law and order. I'd like to capture the group. But in no way shape or form does my plot hinge on it. They can escape that's fine. I'd just like to make a challenge.
-cpd
That's what I get for not reading the whole thread through.....
So, is your scenario that the local lord is sitting in the tavern, without any retainers or guardsmen of his own?
Easiest way to deal with that is to give your local lord the legs required to be a local lord. Even if he is a lowly Aristocrat, to be lording over a town he probably requires the Leadership feat to expand and develop his personal retinue. Does he have a wizard in his employ? I know I would. To deal with local trouble, a few potions of Bull's Strength would be ideal, and I would try to have them made for my personal guards...relatively cheap, but they increase damage potential for both lethal and non-lethal situations. Also, they make my guards look impressive. I would also do my best to have protective items, including some form of non-detection item, to protect me from my enemies.
Now, if I know I enjoy causing trouble, and I know that these characters look excessively deadly, then I would probably want the advantage to be in my court prior to starting a fight, right? If I simply have no self control, I deserve what I get, and the town will probably be happy to see me gone. Otherwise the evil you know is often preferable to the evil you don't.
So, again, if you run into a Watch patrol around town, yeah, just the five guys. Me, because I like to cause trouble, I go around with a full score. That's 20 well-trained guardsmen...say 2nd or 3rd lvl warriors. Normally, they fight in six groups of three, and the other two remain near me to protect me from any threat.
I hire my personal guards on the basis of their speed, so all of them have an above-average Dexterity and the Improved Initiative feat. I have a pre-arranged signal, so that they know when I am going to cause trouble, and they can down the bull's strength potions prior to the first round of combat.
Here are some tactics I have taught them:
1. Each round, one guardsman attacks while two do nothing other than defend themselves (full defense). Each round, the attacker switches. For those opponents who "attack the guy who just attacked me" the results are that, at least 50% of the time, that guy is going to be fighting defensively. By holding their action, guardsmen can change their initiative order, to take best advantage of this tactic.
2. Two men grapple, one man moves in with his sword to deal with the helpless defender. Cheating, I know, but there you have it.
3. Begining with wizards, 20 archers all target the same target and fire at the same time. At least a few of those arrows are going to hit.....! And, since the bows are masterwork, those potions are going to affect the damage.
Of course, when I go drinking, I usually take a pair of my prized hounds. You would not believe how much trouble they can cause my foes, biting and tripping them as they are attempting to deal with the guards.
RC