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How would you prep as a 14th level party to storm the bbeg castle?
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<blockquote data-quote="Toras" data-source="post: 1513518" data-attributes="member: 13626"><p>The trick with this is not so much the lack of divinations or teleports, but the "hostages" that are the problem. However if this can be over come with some planning and some basic logic.</p><p></p><p>1. The villian is most likely going to keep the children in a secure location very close to him. The reasons for this are numerous. It allows him to have instant access to the spellfire that he needs, allows him to make a personal bond with the children (stockhome syndrome or sadism), and it saves the children from the dangerous or damage predation of what ever he is using for a power base (Undead, Humaniods, even Men have dangers as one might have sympathy for them or might take a shine to them in a far more disgusting sense).</p><p>2. The Villians sanctum is located at the most advantageous point with in the fotress itself, Either as the most central, most fortified, most plush or most easily evacuatable. Get in side your villians head (figuratively speaking) and try to figure out which of those is most important to them. </p><p>Also it is likely that the room will be located either at the center of the base or towards the top or bottom . Bottom is for fortification, top is ventalted and convenient for communications. Under no circumstances, will the villian ever bunk near or with his power base, (Treachry is an evil hallmark)</p><p></p><p>3. After you have located the villian, discover the path to the altar and gate. From this point on, everything else is expendable.</p><p></p><p>4. Stoneshape, Walls of Force, or a number of more conventional means can cut off tunnels. A decater of Endless Water can promise a slow and horrible death to anyone caught in the underground as it floods. (stoneshape it in to place and make sure its hidden so they don't just plug the hole.)</p><p></p><p>5. Major and Minor creation can create quantities of Black powder, which when lit with fuses and rolled down stairs in barrells makes for a bad day for all.</p><p></p><p>6. The narrower the hallway, the more likely one of your party can hold off several of their group. Remember that they have the strength of numbers but not of quality, so use narrow passages to prevent flanking.</p><p></p><p>7. Summoning may not be possible inside, but summon before for tons of fun.</p><p></p><p></p><p>As for defending an open platform, Walls of force then covered in antimagic fields can keep out all but the most determined intruder. Also, any good rogue can set up razor wire and taggle trapsa in the entrances leading to that area. </p><p></p><p>Hope this helps.</p><p></p><p>ps. No your enemy. Any information about the villian and his hordes, (especially vices, habits, and cultures can be important) And sentries are always the first to die (preverably from far away and silently)</p></blockquote><p></p>
[QUOTE="Toras, post: 1513518, member: 13626"] The trick with this is not so much the lack of divinations or teleports, but the "hostages" that are the problem. However if this can be over come with some planning and some basic logic. 1. The villian is most likely going to keep the children in a secure location very close to him. The reasons for this are numerous. It allows him to have instant access to the spellfire that he needs, allows him to make a personal bond with the children (stockhome syndrome or sadism), and it saves the children from the dangerous or damage predation of what ever he is using for a power base (Undead, Humaniods, even Men have dangers as one might have sympathy for them or might take a shine to them in a far more disgusting sense). 2. The Villians sanctum is located at the most advantageous point with in the fotress itself, Either as the most central, most fortified, most plush or most easily evacuatable. Get in side your villians head (figuratively speaking) and try to figure out which of those is most important to them. Also it is likely that the room will be located either at the center of the base or towards the top or bottom . Bottom is for fortification, top is ventalted and convenient for communications. Under no circumstances, will the villian ever bunk near or with his power base, (Treachry is an evil hallmark) 3. After you have located the villian, discover the path to the altar and gate. From this point on, everything else is expendable. 4. Stoneshape, Walls of Force, or a number of more conventional means can cut off tunnels. A decater of Endless Water can promise a slow and horrible death to anyone caught in the underground as it floods. (stoneshape it in to place and make sure its hidden so they don't just plug the hole.) 5. Major and Minor creation can create quantities of Black powder, which when lit with fuses and rolled down stairs in barrells makes for a bad day for all. 6. The narrower the hallway, the more likely one of your party can hold off several of their group. Remember that they have the strength of numbers but not of quality, so use narrow passages to prevent flanking. 7. Summoning may not be possible inside, but summon before for tons of fun. As for defending an open platform, Walls of force then covered in antimagic fields can keep out all but the most determined intruder. Also, any good rogue can set up razor wire and taggle trapsa in the entrances leading to that area. Hope this helps. ps. No your enemy. Any information about the villian and his hordes, (especially vices, habits, and cultures can be important) And sentries are always the first to die (preverably from far away and silently) [/QUOTE]
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How would you prep as a 14th level party to storm the bbeg castle?
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