Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*Dungeons & Dragons
Party SOPs
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Riley37" data-source="post: 6468025" data-attributes="member: 6786839"><p>Missions with quiet infiltration, quiet success, and quiet extraction/exfiltration are like no-hitter games in baseball. They're a great accomplishment (for one side), but they're not as flashy as games with home runs. If you love the suspense of one, you might love the suspense of the other - can they really keep this streak going?</p><p></p><p>That said, here's some extraction SOPs:</p><p></p><p> - For hostage/prisoner rescue, as in HotDQ, some of the Resistance in Phlan missions, and Tales Trees Tell, plan ahead for the extraction of the target (that is, the person you're rescuing). You might prepare Enhanced Ability (Strength) for carrying less-mobile (wounded, aged, infant) targets to safety, or Conjure Animals for steeds. If the target might be able to walk/run along with you, then save a casting of Invisibility, to use on them, so that they're less likely to get attacked by guards on the way out. Bring healing resources for them, maybe even spare armor. Don't *almost* rescue someone, except for the stray arrow nailing them on the way out; get them ALL the way to safety!</p><p></p><p> - Prepare the escape route, preferably before entering the zone of the actual mission objective. Dump oil and caltrops across the route. If the mission becomes non-covert when the plan goes sideways, then on the way out, light the oil. If smoke makes it hard for pursuers to see caltrops, so much the better; pursuit through flame, while slowed by caltrops, is no fun. Smoke also reduces the effectiveness of ranged fire against a fleeing party.</p><p>If you have the prep time and the spell slots, place a Glyph of Warding across the escape route.</p><p></p><p>A horribly cheesy way to deny pursuit: during infiltration and prep, cast Leomund's Tiny Hut to block a passageway. Caster stays in the Hut during the action phase. Party, and any slow/vulnerable rescuees, pass freely through the hut on their way out. Pursuit is blocked by the Hut as long as caster stays inside it. Caster uses Expeditious Retreat, runs out of the Hut (collapsing it), and catches up with the escaping party.</p></blockquote><p></p>
[QUOTE="Riley37, post: 6468025, member: 6786839"] Missions with quiet infiltration, quiet success, and quiet extraction/exfiltration are like no-hitter games in baseball. They're a great accomplishment (for one side), but they're not as flashy as games with home runs. If you love the suspense of one, you might love the suspense of the other - can they really keep this streak going? That said, here's some extraction SOPs: - For hostage/prisoner rescue, as in HotDQ, some of the Resistance in Phlan missions, and Tales Trees Tell, plan ahead for the extraction of the target (that is, the person you're rescuing). You might prepare Enhanced Ability (Strength) for carrying less-mobile (wounded, aged, infant) targets to safety, or Conjure Animals for steeds. If the target might be able to walk/run along with you, then save a casting of Invisibility, to use on them, so that they're less likely to get attacked by guards on the way out. Bring healing resources for them, maybe even spare armor. Don't *almost* rescue someone, except for the stray arrow nailing them on the way out; get them ALL the way to safety! - Prepare the escape route, preferably before entering the zone of the actual mission objective. Dump oil and caltrops across the route. If the mission becomes non-covert when the plan goes sideways, then on the way out, light the oil. If smoke makes it hard for pursuers to see caltrops, so much the better; pursuit through flame, while slowed by caltrops, is no fun. Smoke also reduces the effectiveness of ranged fire against a fleeing party. If you have the prep time and the spell slots, place a Glyph of Warding across the escape route. A horribly cheesy way to deny pursuit: during infiltration and prep, cast Leomund's Tiny Hut to block a passageway. Caster stays in the Hut during the action phase. Party, and any slow/vulnerable rescuees, pass freely through the hut on their way out. Pursuit is blocked by the Hut as long as caster stays inside it. Caster uses Expeditious Retreat, runs out of the Hut (collapsing it), and catches up with the escaping party. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Party SOPs
Top