Help defend the Prince's Castle!

clockworkjoe

First Post
My (evil) players have decided to kill the level 17 paladin prince of the kingdom they're currently in. I didn't expect this course of action, so I need to stat and plan a bunch of stuff out:

Prince mihal is a human level 17 paladin with PC amount of equipment. Heroic stats (5d6 drop lowest 2)

Wolfe, captain of the guard, level 15 gnome urban ranger - although he will probably not be there due to the civil war going on. He will teleport back if he hears the prince is under attack.

500 city guard around city, 100 near castle

700 oathsworn warriors - Soldiers donated by loyal warrior clans to the king. 35 clans of 20 level 3 fighters led by a fighter of level 1d4+4. Good equipment, both ranged and melee and a little magic. 200 will be at the castle, with 300 nearby. 200 around the city.

Deathsworn barbarians. 100 barbarians level 3 led by Chieftain bar 8/druid 8

10 adventurers of level 3d4. All good aligned.

1 wayfarer guide (level 13 wizard with teleporter prestige class from tome and blood)

1 wizard advisor (level 16)

A big old castle with lots of magic defenses.

An undead king (ex paladin 20 death knight) locked in a holy tomb who is still loyal to his son

The players have access to:

a gnoll tribe living in the city (domesticated) led by Gnar, ranger 14. somewhat loyal to players

Access to lots of mercenaries and evil adventurers (30 total, level 3d4 and 6 level 4d4)

potential map of castle for a price and secret entrance in.

lots of chaos/distractions from other factions attacking the castle/prince's forces.

--

What can i throw at my players for this assault? They have only 1 hour before they begin the attack (the prince was already attacked by a demon and they want to capitalize on this)
 

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You must establish a routine of how the castle's inhabitant usually organize themselves: watch, etc. As for magical defenses, the best is to know what's available to your players. Then, improvise...
 

The castle is on high alert since there's been the possibility of civil war for some time. However, they did not expect the players to attack the prince.

The PCs and NPC allies
PC 1 is a elan psion/wizard/cerebralmancer level 13
PC 2 is a yuan ti fighter level 13 (he is a few levels above the other PCs took some special disadvantages to get it)
PC 2's cohort is a yuan ti cleric 13
PC 3 is a weretiger sorcerer 13 (also took some disads. to gain a few levels)
PC 3 has a special stronghold - a flying ship with a veil of obscurity
PC 4 is a human fighter/rogue about level 13 or so (forgot the exact mix)
PC 5 is a druid/vermin lord about level 13 but he isn't a serious player.
NPC ally 1 is a goblin knife fighter (rogue 4/fighter 2/invisible blade 5)
NPC ally 2 is a gnoll ranger 14 with 6 elite gnoll fighters (level 4,4,4,5,6,7)

The prince is NOT aware of the magic ship so the PCs will have that advantage. The prince does not have very good intelligence on the players, but is aware of their basic capabilities. The paladin is tapped of most of his magic from the ambush by the angry demon lord. The prince is basically only going to have enough time to shut the gates, and call for general quarters for his troops. No time for lengthy rituals or elaborate plans he doesn't already have planned out.

The prince's family is staying with a relative (a noble in a distant country) until the civil strife calms down. Everyone in the castle is prepared for a siege. However, the demon lord is teleporting around town, causing havoc, the nobles have declared independence and are marching a mercenary army into town, the commoners are revolting and the church of Mitra (LG god of justice) blames the prince for the civil war so will not help him in this battle.

I do want the castle to have an orb of storms so the prince will summon a powerful thunderstorm to put out fires caused by numerous fire elementals (summoned by the demon lord)

Actually, what I would really like are:

1. The stats for about 10 good aligned adventurers from level 3 to 12. They can be formed into adventuring parties. They were roped into defending the castle a few nights ago and do not work well with the troops. Elite troubleshooters but with a strong sense of self preservation. Think of them as PCs from other campaigns that happen to be there. If you have a character you would like to 'donate' for the battle, I would love to use them. I can print the stats out and throw him/her in the mix.

If a lot of people contribute to my preparations, then I will post a battle report in story hour and give a blow by blow account of the mayhem. Also, my NPCs have a strong sense of preservation and do not act like red shirts :)

2. Similar to number 1, but about 30 evil and selfish adventurers willing to raid the castle for a share of the loot. The more I get the better. The PCs will recruit some of them from a nearby inn, but may not use all of them.

Any history or background for these characters will be appreciated. I will roleplay them if you give me something to work with.

3. The court wizard and the paladin's cohort. Level 16 LG wizard with PC level of gear. What kind of spells would he use to defend a castle? What tactics would he use against powerful adventurers?

4. Tactics for well trained warriors and fighters against powerful adventurers? The prince has trained his army for all types of enemies so they will have an idea of what powerful adventurers can do in battle, but what can low level warriors and fighters with masterwork/silver/cold iron weapons do against them?

I won't throw wave after wave of soldiers against the PCs if they just die. After a few losses, the prince will order them to restore order in the city rather than waste them against the PCs.

5. Maps for a big castle?

6. Useful magical traps/defenses/constructs to defend said castle?

7. What's in the prince's treasury? How much loot would a large kingdom have in its vaults?

8. Any advice for running a big old assault like this?
 

3. The court wizard and the paladin's cohort. Level 16 LG wizard with PC level of gear. What kind of spells would he use to defend a castle? What tactics would he use against powerful adventurers?

Depending on how challenging you want for your PCs, I would suggest the castle being blanketed with a Guards & Wards spell, with the paladin hosting a false throneroom with a few glamers, such as Permanent Image inside a Mordekainen's Private Sanctum, with a few real dangers. The actual courtroom would be extradimensional (via Mordekainen's Magnificent Mansion), perhaps the door is behind the throne but preferably something more innoculous-this would make much sense, as the demon lord could not teleport within such a space and the prince wouldn't be necessarily cowardly as his immediate charges have fled already. I'd perhaps have a host of good outsiders, such as Astral Devas, brought into service with the Planar Binding series-especially at a time without any clerics, these would be helpful. Perhaps most importantly for the wards would be the basic, 1st-level Alarm spell, that allows the wizard to keep tabs (in conjunction with scry?)

I'd also assume that a group of individuals at this level, even without much support from the temple, would have access to auguries, divinations, and some such-so they'd be at least a little prepared I'd imagine. Other useful spells a high powered wizard in charge of guarding someone might prepare would include Repulsion, Wall of Force, Programmed Image, Magic Circle Against Evil, Protection from Arrows, Protection from Spells, See Invis, etc... The goal would to not get the prince into combat in the first place, but if he has to go into combat, I'd mem a Greater Heroism spell to boost him up a bit, along with False Life, and of course, Haste-using his other spells for crowd control so the prince wouldn't get swarmed. Invisbility or Mirror Image on himself would be important, as falling in battle means failing the prince.

Tactics for well trained warriors and fighters against powerful adventurers? The prince has trained his army for all types of enemies so they will have an idea of what powerful adventurers can do in battle, but what can low level warriors and fighters with masterwork/silver/cold iron weapons do against them?

For a temple in my campaign, I had the PC's lured into a special room where the walls dropped on their fronts and backs and the walls on their sides shifted about 10 ft. up, revealing about 2 dozen soldiers armed in full plate with large shields and longswords, with a top compartment being revealed on both front/back sides by the wall which fell that hosted a bunch of archers and low level mages. It was a bit of a deathtrap, I'd do the same except give the soldiers in the front bottom lines Tower Shields-they're basically fodder to distract their enemies. You might want to consider doing something like that, as low level NPCs can die pretty quickly. You might want to consider archers with the ability to cast True Strike as well. (And of course some sort of support for all of them, like a bard or a cleric who can cast bless/prayer). The basic idea would be to attack en masse, otherwise they'd be cut down very very quickly.

6. Useful magical traps/defenses/constructs to defend said castle?

A shield guardian heirloom for the prince would be really helpful in keeping him alive, or simply a cleric in the back with shield other cast on him and constantly healing himself. As for magical traps, perhaps some using a sort of lure against especially greedy PCs, like a valuable statue of their deity made out of gold or platinum triggered with a lightning bolt. If the prince could have afforded it, a Forbiddance spell would be really helpful in several areas.

I know I just went through the obvious stuff, but I hope it helps anyways.
 
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Some adventurers (note that they mostly use 3.0 prestige classes adapted for 3.5 since I statted most of them out before the Complete Series was available):

Athena Doriansdotter Female human Clr9; CR: 9; Medium-size humanoid (human); HD: 9d8+18; hp: 66; Init: +2; Spd: 30 ft; AC: 18 ( touch 12, flat-footed 16); BAB +6; Grap +5; Atk: +6/+1 melee (1d6/x2, +1 quarterstaff) or +6/+1 (1d6-2 silver shod quarterstaff) or +9 ranged (1d8+1/19-20 x2/70 ft., light crossbow); Face/reach: 5’/5’; SQ: Turn undead 4/day, Greater Turning; AL: Neutral Good; SV Fort: +10, Ref: +7, Will: +12; Str: 8 Dex: 12 (14), Con: 14, Int: 10, Wis: 18(20), Cha: 13. Height: 5’7”; Weight: 98 lbs.
Skills and Feats: Concentration +14, Diplomacy +8, Heal +9 (+11), Knowledge (Arcana) +5, Knowledge (planes) +1, Knowledge (religion) +8, Spellcraft +4; Improved Turning, Spell Focus: Conjuration, Spell Penetration, Greater Spell Penetration, Augment Summoning.

Possessions: Phylactery of Undead Turning, +2 Periapt of Wisdom, +2 cloak of Resistance, +2 gloves of dexterity, +2 Leather Armor, +1 Buckler, +1/masterwork (silver shod) Quarterstaff, Dagger, +1 Light crossbow, 10 bolts, 10 alchemical silver bolts, 10 cold iron bolts, healer's kit, antitoxin, 2 scrolls of align weapon, 4 scrolls of cure light wounds, scroll of remove fear, scroll of protection from evil, scroll of magic weapon, silver holy symbol, backpack, waterskin, 2 days' rations, 1 pp, 15gp, 30 sp, 20 cp.

Cleric Spells per Day: 6/6+1/5+1/4+1/3+1/2+1; base DC = 15 + spell level. 0: Detect Magic, Guidancex3, Light; 1: Blessx2, Detect Undead, Endure Elements*, Magic Stone, Shield of Faithx2; 2: Aid*, Consecrate, Lesser Restoration, Remove Paralysis, Spiritual Weapon; 3: Magic Circle vs. Evil, Prayer, Searing Light, Searing Light*, Summon Monster III; 4: Death Ward, Freedom of Movement, Holy Smite*, Summon Monster IV; 5: Disrupting Weapon, Flame Strike*, Summon Monster V
*Domain Spell (Domains: Sun (Greater Turning 1/day); Good (Cast [Good] spells at +1 clvl))


Beleg Strongbow Male Rgr 6; CR: 6; Medium-size humanoid (ef); HD: 6d8; hp: 33; Init: +5; Spd: 30 ft; AC: 22 ( touch 15, flat-footed 17); BAB +6; Grap +8; Atk: +9 melee (1d8+2/ 19-20x2, longsword) or +12 ranged (1d8+3/x3/110 ft., composite longbow); full atk: +9/+4 melee (1d8+2 longsword) or +11/+11/+6 (1d8+3 composite longbow) Face/reach: 5’/5’; SQ: elf qualities, Favored Enemies: +2 orcs, +4 undead; AL: Neutral Good; SV Fort: +6, Ref: +11, Will: +4; Str: 14 Dex: 19 (21), Con: 10, Int: 10, Wis: 13, Cha: 8. Height: 5’7”; Weight: 131 lbs.
Skills and Feats: Knowledge (dungeoneering) +1, Knowledge (Geography) +1, Knowledge (nature) +1, Listen +13, Ride +7, Search +5, Spot +13, Survival +11 (+13 tracking); Endurance, Point Blank Shot, Precise Shot, Rapid Shot, Manyshot, Track, Weapon Focus: Longbow.

Possessions: +1 cloak of resistance, +2 gloves of dexterity, +1 chain shirt, +1 buckler, +1 Mighty [+2] Composite Longbow, pearl of power (lvl 1), 20 arrows, 20 alchemical silver arrows, 20 cold iron arrows, dagger, 2 potions of cure light wounds, 2 oils of bless weapon, potion of lesser restoration, wand of cure light wounds, masterwork longsword, backpack, wooden holy symbol (Ehlonna), waterskin, 2 days' rations, 1 pp, 15gp, 30 sp, 20 cp.

Spells per day 2 (base DC 11+lvl)
Spells Prepared: Entangle, Longstrider

Animal Companion: Light warhorse (chain shirt barding and military saddle)

Taren Takis, human Ftr 6/Exotic Weapon Master 3: CR 9; Medium-size Humanoid; HD 6d10+3d10+18; hp 76; Init +2; Spd 30 ft; AC 20 (touch 13, flat-footed 18) [+2 Dex, +6 chain shirt, +1 deflection, +1 natural]; BAB +9; Grap +13; Atk: +15 melee (2d6+9/x3 Heavy Poleaxe), or +12 ranged (1d8+4 composite longbow); Full Atk: +15/+10 (2d6+9/x3 heavy poleaxe) or +12/+7 (1d8+4 composite longbow); SA: Exotic Reach, Show Off, Trip Attack; AL LN; SV Fort +10, Ref +6, Will +6; Str 18, Dex 14, Con 15, Int 11, Wis 10, Cha 12.
Skills and Feats: Craft Weaponsmithing +3 3r, Diplomacy +6 3rcc, Intimidate +10 9r, Profession: Soldier +3 3r, Ride +5 3r, Sense Motive +6 6rcc; Combat Reflexes, Dodge, Elusive Target Exotic Weapon Proficiency: Heavy Poleaxe, Iron Will, Mobility, Spring Attack, Weapon Focus: Heavy Poleaxe, Weapon Specialization: Heavy Poleaxe.
Equipment: +1 heavy poleaxe, +1 amulet of natural armor, +2 chain shirt, +1 ring of protection, +1 cloak of resistance, masterwork dagger, masterwork mighty [+4] composite longbow, 20 arrows, holy symbol of Pholtus, potion of cure serious wounds, potion of fly, potion of invisibility purge, cold weather outfit.
Exotic Reach: When wielding an exotic weapon with reach, the character may make an attack of opportunity against a foe that provokes such an attack even if the foe has cover (but not total cover).
Show Off: As a standard action, the character can display his mastery with an exotic weapon and confound his opponent. The character may make an Intimidate check against a single opponent within 30 feet that can see him, adding his base attack bonus to the reuslt. If the result exceeds the opponent’s modified level check (see the skill description on page 76 of the Player’s Handbook), the opponent becomes shaken (-2 penalty on attack rolls, ability checks, and saving throws) for one round per class level of the exotic weapon master.
Trip Attack:The character can use a one-handed or two-handed exotic weapon to make a trip attack. If he is tripped during his own trip attempt, he can drop the weapon to avoid being tripped. If the exotic weapon already allows its wielder to make trip attacks, the character instead adds a +2 bonus on any trip attempt.


Crito Brightsun: male human Ex Bbn 2/Ftr 6/Ghostwalker 6; CR 14; Medium-size humanoid (human); HD 2d12+12d10+45; HP 136; Init +1; Move: 30 ft.; AC: 21 (+10 Armor, +1 Dex, +1 natural); BAB +14; Grap +21; Atk: +23/+18/+13 (2d6+14 +2 Ghost touch cold iron greatsword) or +16/+11/+6 (1d8+7 composite longbow), SQ: Uncanny Dodge I, Painful Reckoning +6, Resolute Aura (+6 intimidate), Anonymity, Feign Death, Superior Iron Will, Etherealness 1/day, Shadow Walk 6 hours/day and 3times/day; Alignment: Lawful Good; Saves: Fort +17, Reflex +7, Will +11; Str 20 (24), Dex 13, Con 14 (16), Int 10, Wis 10, Cha 12. Height 5’ 5”; Height 6’ 7”, Weight (251 lb)
Skills and Feats: Bluff +6, Climb +12, Intimidate +16, Jump +10, Listen +11, Move Silently +5, Spot +12, Survival +5; Dodge, Endurance, Iron Will, Mobility, Power Attack, Spring Attack, Toughness, Weapon Focus: Greatsword, Weapon Specialization: Greatsword

Equipment: +2 ghost touch cold iron greatsword, +1 alchemical silver glaive, masterwork mighty [+7] composite longbow, Quiver of Ehlonna, 30 cold iron arrows, 15 adamantine arrows, 15 alchemical silver arrows, +4 belt of giant strength, +2 amulet of health, +2 adamantine fullplate with +1 armor spikes, +3 cloak of resistance, 3 potions CSW, 2 vials of oil of bless weapon, 2 vials of silversheen, boots of speed.

Theseus Darkbane Male Human Clr 8/Sacred Exorcist 6; CR: 14; Medium-size humanoid (human); HD: 14d8+28; hp: 101; Init: +5; Spd: 30 ft; AC: 25 (touch 11, flat-footed 24); BAB +10; Grap 11; Atk: +13/+8 melee (1d8+3/x2, heavy mace) or +12 ranged (1d8/19-20 x2/70 ft., light crossbow); Face/reach: 5’/5’; SQ: Turn undead 12/day, Greater Turning, Dispel Evil 1/week, Chosen Foe (evil outsiders or undead--+2 bluff, intimidate, listen, sense motive, spot, and clvl checks), Resist Possession, Detect Evil, Consecrated Presence; AL: Neutral Good; SV Fort: +15, Ref: +12, Will: +21; Str: 12 Dex: 12 (14), Con: 14, Int: 10, Wis: 19 (21), Cha: 13. Height: 5’7”; Weight: 98 lbs.
Skills and Feats: Concentration +17, Heal +5 (+7), Knowledge (Arcana) +5, Knowledge (planes) +7, Knowledge (religion) +10, Spellcraft +12; Spell Penetration, Greater Spell Penetration, Chain Spell, Improved Initiative, Extra Turning x2 (Exorcist bonus), Craft Wondrous Item and Chain Spell.

Possessions: +5 cloak of resistance, +2 fullplate, +2 large shield, +2 cold iron heavy mace, +2 gloves of dexterity, masterwork light crossbow, scroll of Heal, wand of cure serious wounds, miscellaneous potions, silversheen.

Cleric Spells per Day: 6/7+1/6+1/5+1/5+1/4+1/3+1/2+1; base DC = 15 + spell level. 0: Detect Magic, Detect Poison, Guidancex3, Read Magic; 1: Divine Favor, Sanctuary, Protection From Evil*, Shield of Faith x4; 2: Align Weapon, Owl's Wisdom, Remove Paralysis x2, Silence, Status, Magic Circle against Evil*; 3: Daylight, Dispel Magic, Magic Vestment, Mass Resist Elements (DotF), Prayer, Searing Light*; 4: Death Ward x3, Freedom of Movement, Holy Smite*, Recitation (DotF); 5: Bear's Heart (DotF), Flame Strike*, Flame Strike, Spell Resistance x2 6: Fire Seeds*, True Seeing, Heroes' Feast, Chained Dispel Magic; 7: Destruction, Holy Word*, Holy Word
*Domain Spell (Domains: Sun (Greater Turning 1/day); Good (Cast [Good] spells at +1 clvl); Exorcism)

William Cromwell male human Rog 4/Ftr 4/Duellist 1; CR: 9; Medium-size humanoid (human); HD: 4d6+5d10+18; hp: 66; Init: +4; Spd: 30 ft; AC: 24 ( touch 15, flat-footed 19); BAB +8; Grap +10; Atk: +14/+9 melee (1d6+3/15-20x2 rapier) or +12 ranged (1d4+2 /19-20 x2/10 ft., dagger); Face/reach: 5’/5’; SQ: Canny Defense, Evasion, Trap Sense +1, Uncanny Dodge I, Trapfinding, Sneak Attack +2d6 AL: Neutral Good; SV Fort: +9, Ref: +13, Will: +5; Str: 14 Dex: 16 (18), Con: 14, Int: 11(13), Wis: 8, Cha: 12. Height: 5’9”; Weight: 145 lbs.
Skills and Feats: Bluff +10, Climb +10 Diplomacy +10, Disguise +5, Disable Device +9, Jump +10, Open Lock +12, Perform (witty reparte) +6, Search +9, Sense Motive +7, Tumble +17; Combat Expertise, Dodge, Mobility, Spring Attack, Weapon finesse, Weapon focus: Rapier, Weapon Specialization: Rapier, Iron Will.

Possessions: +2 gloves of dexterity, +1 ring of protection, +2 headband of intellect, +2 cloak of resistance, +2 Mithral Chain shirt, +1 buckler, +1 keen adamantium rapier, signet ring, masterwork dagger, masterwork alchemical silver dagger, 2 potions CLW, potion of CSW, oil of bless weapon, masterwork cold iron dagger, masterwork thieves' tools, backpack, waterskin, Disguise Kit, 2 days' rations, 1 pp, 15gp, 30 sp, 20 cp

Beck Lightbringer, Human Pal 7: HD: 7d10+14; HP: 72; Init +0 ; AC 20 (10 touch, 20 flatfooted) [+10 fullplate]; BAB: +7, Grap +10/+6; Atk +12 (2d6+5 greatsword); Full Atk +12/+7 (2d6+5 greatsword) or or +11/+6 (1d8+3 heavy lance) or +8/+3 ranged (1d8+3 composite longbow); SQ: Aura of Good, Detect Evil, Smite Evil 2/day, Divine Health, Divine Grace, Aura of Courage, Lay on Hands (21 hp/day), Turn Undead 7/day (as 4th level cleric), Summon Mount, Remove Disease 1/week AL: LG; Svs: Fort +11, Ref +6, Will +8
Str: 16, Dex 10, Con 15, Int 10, Wis 14, Cha 17

Skills and Feats: Diplomacy +10 (5r), Knowledge (Religion) +5 (5r), Ride +10 (10r), Sense Motive +12 (10r); Weapon Focus: Greatsword, Power Attack, Cleave, Divine Might.
Languages: Common

Spells/day : 2
1: Bless Weapon, Divine Sacrifice.

Equipment:
Blessings of the Faerie Pool—+1 inherent bonus to constitution
+2 fullplate
+1 cold iron greatsword
Masterwork cold iron spiked locked gauntlet
Masterwork silver spiked gauntlet
Cold iron kukri
Masterwork mighty +3 composite longbow
10 cold iron arrows
10 silver arrows
20 normal arrows
+1 vest of resistance
lvl 1 pearl of power


Courtier’s outfit
Traveler’s outfit
Cleric’s vestments
Winter blanket
Bedroll
Waterskin
Flint and steel
4 torches
10 days’ rations
4x scroll of CLW
2x scroll prot. evil

Mount equipment:
Mwk chain shirt barding
Military saddle
Saddlebags
Mwk heavy lance
 
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Thanks for the suggestions. I will definitely do the soldier deathtrap although they will probably open a hole in the roof and bypass it entirely.

The shield guardian's a good idea too.

The wizard is the only high level magic user working for the prince so he can't do everything. I think he will cast m. private sanctum every day to protect the castle against scrying. How hard is it to teleport proof a castle? What do you do? the extradimensional safe room and 1 planar binding will be done as well now that I think about it.

Where's a good map of a big old castle?
 

Np, for maps, I'd suggest Phineas' work over at the art and cartography forum:

http://www.enworld.org/forums/showthread.php?t=73423&page=4&pp=20

The page there has a really big Knight's Hold, along with a few other (not as large) stronghold type maps below.

Teleport-proofing an entire castle is nearly impossible in D&D, if a wizard were to expend one 8th level spell slot per day casting Dimensional Lock, he could cover a single large room perhaps. Dimensional Lock has a 20' radius and would last for 1/day per level, but if you weren't afraid of people teleporting by themselves, you could consider it a 25' radius when you placed them around an area. The best defense vs. teleport is making sure that you can't be scried or observed-and you can sort of do that if you built sheets of lead into the walls. Illusions like Screen can be more effective, as well, because anyone scrying might be placed in a precarious position, especially if a likely teleporting spot turns out to be a solid rock wall. That's partially the reason I suggested using Mord's Mag. Mansion-as it gives you a fairly large space that's teleport proof from the outside.
 

Scry on the PCs.

Buff up.

Teleport in and hit them hard and fast.

Teleport out before they have a chance to do much of anything.

Repeat each day.

The best defense is a good offense.
 

LostSoul said:
Scry on the PCs.

Buff up.

Teleport in and hit them hard and fast.

Teleport out before they have a chance to do much of anything.

Repeat each day.

The best defense is a good offense.

Hahahaha
Might be a little extreme if you catch the PCs off guard. But I love it.
 

LostSoul said:
Scry on the PCs.

Buff up.

Teleport in and hit them hard and fast.

Teleport out before they have a chance to do much of anything.

Repeat each day.

The best defense is a good offense.

Unfortunately, the prince doesn't really have the resources for an assault and he knows that. He did just see what the PCs could do in battle (the PCs attacked the prince for the hell of it during the demon lord's ambush) and he can't risk all his heroic friends and himself on a risky assault. He also has a buttload of enemies, from the nobles and commoners rebelling separately. Finally, as a LG paladin he thinks more defensively than offensively. A sound tactician but not a brilliant one.
 

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