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ShortQuests -- Pocket Sized Adventures! An all-new collection of digest-sized D&D adventures designed for 1-2 game sessions.
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How tough is too tough?
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<blockquote data-quote="Brother MacLaren" data-source="post: 1966099" data-attributes="member: 15999"><p>1) Lay siege to the keep. Whenever anything ventures outside to get food, kill it. As others have noted, you probably are a match for most of these creatures 5-on-1 or 5-on-2. You should be able to take down a few things this way before they get smart and start going out en masse.</p><p>Of course, a DM who will deliberately eliminate all other means of entry (which is not bad once you get to be the owner of the keep) will probably have some sort of Create Food/Create Water mechanism inside.</p><p>So 2) Biological warfare. Smash holes in the walls with catapults, and while the holes are repairing toss plague-infected bodies into the keep. </p><p>If that also fails, then keep using hit-and-run (flying rather than teleporting) to whittle down the defenders. Avoid melee. </p><p></p><p>Against the dragon, there is little hope. CR 21 dragon is really about CR 24, and there is no way to defeat such a thing without allies (which you are denied), quick escapes (which you are denied), or the creature being extremely stupid. A swarm of incorporeal undead could kill it, but you don't even have a cleric that could command them. If the dragon cannot be bargained with and you don't have a large supply of <em>arrows of dragon slaying </em> (enough to hope for it to roll a 1), walk away. </p><p></p><p>Also, if it is <em>your</em> castle won in a game where you gambled your very soul on the line, the castle itself should not be trying to kill you. Fireball glyphs that <em>do not</em> let you as the lawful owners bypass them are entirely inappropriate unless they have been placed there by something hostile. "Hey, you just won a new car on Wheel of Fortune... too bad we didn't tell you about the lethal shock car-protection system!" From a thematic point of view, the glyphs are probably the worst part about this castle - it's effectively a cursed item. You risk a hell of a lot playing with a deck, and the good results are supposed to make up for the really nasty things that can happen. The Keep is supposed to be a good result. You're getting shafted.</p></blockquote><p></p>
[QUOTE="Brother MacLaren, post: 1966099, member: 15999"] 1) Lay siege to the keep. Whenever anything ventures outside to get food, kill it. As others have noted, you probably are a match for most of these creatures 5-on-1 or 5-on-2. You should be able to take down a few things this way before they get smart and start going out en masse. Of course, a DM who will deliberately eliminate all other means of entry (which is not bad once you get to be the owner of the keep) will probably have some sort of Create Food/Create Water mechanism inside. So 2) Biological warfare. Smash holes in the walls with catapults, and while the holes are repairing toss plague-infected bodies into the keep. If that also fails, then keep using hit-and-run (flying rather than teleporting) to whittle down the defenders. Avoid melee. Against the dragon, there is little hope. CR 21 dragon is really about CR 24, and there is no way to defeat such a thing without allies (which you are denied), quick escapes (which you are denied), or the creature being extremely stupid. A swarm of incorporeal undead could kill it, but you don't even have a cleric that could command them. If the dragon cannot be bargained with and you don't have a large supply of [I]arrows of dragon slaying [/I] (enough to hope for it to roll a 1), walk away. Also, if it is [I]your[/I] castle won in a game where you gambled your very soul on the line, the castle itself should not be trying to kill you. Fireball glyphs that [I]do not[/I] let you as the lawful owners bypass them are entirely inappropriate unless they have been placed there by something hostile. "Hey, you just won a new car on Wheel of Fortune... too bad we didn't tell you about the lethal shock car-protection system!" From a thematic point of view, the glyphs are probably the worst part about this castle - it's effectively a cursed item. You risk a hell of a lot playing with a deck, and the good results are supposed to make up for the really nasty things that can happen. The Keep is supposed to be a good result. You're getting shafted. [/QUOTE]
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