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You can run. But you cannot hide! About DMing, ideas?...Münster guys: STAY OUT!!!
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<blockquote data-quote="Dark Dragon" data-source="post: 3502429" data-attributes="member: 1115"><p><strong>You can run. But you cannot hide! About DMing, ideas?...Münster guys: STAY OUT!!!</strong></p><p></p><p>Hi everybody,</p><p></p><p>I have some questions about strategy and tactics versus a group of 5 to 7 adventurers.</p><p></p><p>A short background:</p><p>The party owns a large house in the town of Two Stars in Thesk (Faerûn). After about four months of a peaceful summer time, the party was repeatedly attacked by rogues and assassins of the Shadow Masters of Telflamm.</p><p></p><p>The reasons: 1) One member of the party, a young female thief, escaped the Shadow Masters' grasp in Telflamm. She tried to work as a 'free' rogue, but the guild was not amused...</p><p>2) The party is the most powerful group (level 18) in town and in good friendship with Lady Gallidy, the ruler of Two Stars. The Shadow Masters intend to build their own network and try to occupy important positions within the town. The adventurers are a nasty opposition...</p><p></p><p>The first two attacks were launched against party members when they were wandering alone in the city. With luck the attacked adventurers survived.</p><p></p><p>The next assault was directed at the party's house: all servants were killed. On the next day, when the party was talking with Lady Gallidy, the Shadow Masters sneaked again into the house, looted everything, and took the captain of the guard and the high priest's student (who were investigating the murder of the group's servants) as hostages. They left the unconcious captain bound in the cellar, the ropes enchanted with a Greater Glyph...</p><p></p><p>The party freed the captain but he was not able to tell much since the Shadow Masters were disguised as the adventurers. In the evening, the party sorcerer cast a Magnificent Mansion within the house...During the night, the Shadow Masters attacked again and burned down the house (because the party slept within the Magnificent Mansion, no one noticed the fire...).</p><p></p><p>Frustrated, the party left town, heading for a landhouse some 25 miles away. The house, stables for several horses and a herd of 25 horses was a gift of Lady Gallidy to the party.</p><p></p><p></p><p>Now I'm planning my next step:</p><p>The Shadow Masters are very good at 'urban warfare' and the adventurers understood that. As a consequence they moved to the landhouse. The open plains around it allow a better surveillance and no innocent people are in danger (hmm, execpt for the stable boys and an animal trainer...). The adventurers hope that they can lure the Shadow Masters into an open attack.</p><p></p><p>The landhouse is a simple rectangular wooden house with a veranda. It has four rooms which are connected via an entrance hall. The space under the roof is divided into two rooms. A small cellar with a door leading to the stables is under the house. The cellar is accessible also via the kitchen. Every room has a window, even the two rooms under the roof and the cellar. A well is located ca. 150 ft. away from the house. Three mighty oaks provide some shadow, they are grouped about 30 ft. away from one corner of the house. The stables are attached to the house. They form a L-shaped building and are made of wood.</p><p></p><p>The weather was dry and hot for about three weeks (it is the end of Flamerule). The well is almost dry, the animal trainer suggested that the horses should be brought to the Lake Ashane within the next days.</p><p></p><p>Oh, the party has no divine pure caster at the moment, only a ranger 18. The cleric, a hathran, will join the group in about five to ten days. The Shadow Masters know that.</p><p></p><p>The Shadow Masters want to make sure that the group is no further 'problem'. They want to capture the party thief alive because a mysterious guy has offered a very high reward for bringing her alive to Kront.</p><p></p><p>The Shadow Masters have at their disposal:</p><p>1 rog 4/ftr 10</p><p>1 rog 11/asn 6, leader of the group</p><p>1 rog 8</p><p>1 clr 1/rgr 1/rog 13 doppelganger, second in command</p><p>1 brd 8/rog 3/arcane trickster 4</p><p>1 wiz 15</p><p>1 clr 5/rog 5</p><p></p><p>Generally, this group of rogues is good in deception, scouting and infiltrating. They are not very good in melee combat unless they can attack by surprise or single out foes. House rule note: Only one sneak attack per round is allowed!</p><p></p><p>EDIT: Forgot to mention: I changed the wizard into a wiz 13/acm 2 (arcana: reach spell, spell power +1) before the attack, and the leader of the group is a rog 11/asn 7 (typo corrected).</p><p></p><p>The adventurers:</p><p>1 rgr 18</p><p>1 dwarven ftr 1/wiz 5/eldritch knight 10/spellsword 1</p><p>1 mnk 12/tattooed monk 6</p><p>1 rog 7/ftr 6/tempest 5, must survive!</p><p>1 sor 6/alienist 10/wild mage 2</p><p>Later, within a week, may join in: 1 clr 4/sor 3/hathran 10/mystic theurge 1 and her bodyguard, a ftr 12/bbn 4. These two are played by the DM (me).</p><p></p><p></p><p>Ok, that's the info. Any ideas for a good tactic/assault on the landhouse?</p></blockquote><p></p>
[QUOTE="Dark Dragon, post: 3502429, member: 1115"] [b]You can run. But you cannot hide! About DMing, ideas?...Münster guys: STAY OUT!!![/b] Hi everybody, I have some questions about strategy and tactics versus a group of 5 to 7 adventurers. A short background: The party owns a large house in the town of Two Stars in Thesk (Faerûn). After about four months of a peaceful summer time, the party was repeatedly attacked by rogues and assassins of the Shadow Masters of Telflamm. The reasons: 1) One member of the party, a young female thief, escaped the Shadow Masters' grasp in Telflamm. She tried to work as a 'free' rogue, but the guild was not amused... 2) The party is the most powerful group (level 18) in town and in good friendship with Lady Gallidy, the ruler of Two Stars. The Shadow Masters intend to build their own network and try to occupy important positions within the town. The adventurers are a nasty opposition... The first two attacks were launched against party members when they were wandering alone in the city. With luck the attacked adventurers survived. The next assault was directed at the party's house: all servants were killed. On the next day, when the party was talking with Lady Gallidy, the Shadow Masters sneaked again into the house, looted everything, and took the captain of the guard and the high priest's student (who were investigating the murder of the group's servants) as hostages. They left the unconcious captain bound in the cellar, the ropes enchanted with a Greater Glyph... The party freed the captain but he was not able to tell much since the Shadow Masters were disguised as the adventurers. In the evening, the party sorcerer cast a Magnificent Mansion within the house...During the night, the Shadow Masters attacked again and burned down the house (because the party slept within the Magnificent Mansion, no one noticed the fire...). Frustrated, the party left town, heading for a landhouse some 25 miles away. The house, stables for several horses and a herd of 25 horses was a gift of Lady Gallidy to the party. Now I'm planning my next step: The Shadow Masters are very good at 'urban warfare' and the adventurers understood that. As a consequence they moved to the landhouse. The open plains around it allow a better surveillance and no innocent people are in danger (hmm, execpt for the stable boys and an animal trainer...). The adventurers hope that they can lure the Shadow Masters into an open attack. The landhouse is a simple rectangular wooden house with a veranda. It has four rooms which are connected via an entrance hall. The space under the roof is divided into two rooms. A small cellar with a door leading to the stables is under the house. The cellar is accessible also via the kitchen. Every room has a window, even the two rooms under the roof and the cellar. A well is located ca. 150 ft. away from the house. Three mighty oaks provide some shadow, they are grouped about 30 ft. away from one corner of the house. The stables are attached to the house. They form a L-shaped building and are made of wood. The weather was dry and hot for about three weeks (it is the end of Flamerule). The well is almost dry, the animal trainer suggested that the horses should be brought to the Lake Ashane within the next days. Oh, the party has no divine pure caster at the moment, only a ranger 18. The cleric, a hathran, will join the group in about five to ten days. The Shadow Masters know that. The Shadow Masters want to make sure that the group is no further 'problem'. They want to capture the party thief alive because a mysterious guy has offered a very high reward for bringing her alive to Kront. The Shadow Masters have at their disposal: 1 rog 4/ftr 10 1 rog 11/asn 6, leader of the group 1 rog 8 1 clr 1/rgr 1/rog 13 doppelganger, second in command 1 brd 8/rog 3/arcane trickster 4 1 wiz 15 1 clr 5/rog 5 Generally, this group of rogues is good in deception, scouting and infiltrating. They are not very good in melee combat unless they can attack by surprise or single out foes. House rule note: Only one sneak attack per round is allowed! EDIT: Forgot to mention: I changed the wizard into a wiz 13/acm 2 (arcana: reach spell, spell power +1) before the attack, and the leader of the group is a rog 11/asn 7 (typo corrected). The adventurers: 1 rgr 18 1 dwarven ftr 1/wiz 5/eldritch knight 10/spellsword 1 1 mnk 12/tattooed monk 6 1 rog 7/ftr 6/tempest 5, must survive! 1 sor 6/alienist 10/wild mage 2 Later, within a week, may join in: 1 clr 4/sor 3/hathran 10/mystic theurge 1 and her bodyguard, a ftr 12/bbn 4. These two are played by the DM (me). Ok, that's the info. Any ideas for a good tactic/assault on the landhouse? [/QUOTE]
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