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Designing a fantasy army in 5th
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<blockquote data-quote="Tortoise" data-source="post: 6587244" data-attributes="member: 146"><p>The party is very clearly in over their capabilities. Getting as much of the town population on the move to safer locations, and getting the urn away from the enemy are both essential. Both will be very difficult, especially hiding the urn since the 13th level cleric will likely be divining the location periodically. Even a handful of the Tricksters or Eldritch knights could potentially take down a party member.</p><p></p><p>Some of the things I would expect as a party member facing this incoming army would be summoned and bound demons/devils/other entities accompanying the main force as defenders of the leaders. Scrolls and potions among the advanced force and outriders to assist communications with the main force, and bolster the scouts to delay incoming interference. Far advanced enemy scouts with access to invisibility and communications in case the population starts moving away which would signal awareness that the army is coming. They would also likely have some day and night aerial scouts among their familiars. Birds for day, bats for night.</p><p></p><p>Something useful for the party - watch for circling carrion birds in good sized groups - these often follow marching armies anticipating the upcoming feast. That gives the party a means of tracking the main force from a safer distance.</p><p></p><p>The only hope I can think of for stopping the evil army is if the party were to learn where the ritual formula is kept. Is it in someone's mind? Is it in a book or scroll? If the party can confirm this info then they can try to make a grab for that linchpin to destroy it and prevent the ritual from happening at all. Odds would be very long on success with all the alarms and guards, and other sorts of protection between them and the macguffin.</p><p></p><p>If they had more time I would have the towns people secretly digging tunnels out of town from places spies are unlikely to notice (a couple people digging out a new latrine would be common and not noteworthy for instance).</p><p></p><p>The enemy force will have a vast capacity for dealing with threats from the town's defenders. In fact, the 13th level priest may have Ressurrection, and Raise Dead available to bring back any important member of the enemy force the party manages to take down aside from himself. </p><p></p><p>This appears to be a Kobayashi Maru test. The party needs to change the parameters.</p></blockquote><p></p>
[QUOTE="Tortoise, post: 6587244, member: 146"] The party is very clearly in over their capabilities. Getting as much of the town population on the move to safer locations, and getting the urn away from the enemy are both essential. Both will be very difficult, especially hiding the urn since the 13th level cleric will likely be divining the location periodically. Even a handful of the Tricksters or Eldritch knights could potentially take down a party member. Some of the things I would expect as a party member facing this incoming army would be summoned and bound demons/devils/other entities accompanying the main force as defenders of the leaders. Scrolls and potions among the advanced force and outriders to assist communications with the main force, and bolster the scouts to delay incoming interference. Far advanced enemy scouts with access to invisibility and communications in case the population starts moving away which would signal awareness that the army is coming. They would also likely have some day and night aerial scouts among their familiars. Birds for day, bats for night. Something useful for the party - watch for circling carrion birds in good sized groups - these often follow marching armies anticipating the upcoming feast. That gives the party a means of tracking the main force from a safer distance. The only hope I can think of for stopping the evil army is if the party were to learn where the ritual formula is kept. Is it in someone's mind? Is it in a book or scroll? If the party can confirm this info then they can try to make a grab for that linchpin to destroy it and prevent the ritual from happening at all. Odds would be very long on success with all the alarms and guards, and other sorts of protection between them and the macguffin. If they had more time I would have the towns people secretly digging tunnels out of town from places spies are unlikely to notice (a couple people digging out a new latrine would be common and not noteworthy for instance). The enemy force will have a vast capacity for dealing with threats from the town's defenders. In fact, the 13th level priest may have Ressurrection, and Raise Dead available to bring back any important member of the enemy force the party manages to take down aside from himself. This appears to be a Kobayashi Maru test. The party needs to change the parameters. [/QUOTE]
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