| Post/Author/DateTime | Post |
|---|---|
| shilsen10-02-05, 11:08 AM | The PCs in one of my Eberron games are likely to be attacking the Daask drug den in Tumbledown (Sharn book, pg. 59). So I thought I'd ask the creative minds on this board for ideas and suggestions. I am thinking of having the entrance area be a fairly poor-quality tavern, with a door leading to the actual drug den and the guard quarters. The PCs have information that the area is guarded by gnolls, which is correct, and I'm thinking of throwing in an ogre (BBn1?) guard as extra muscle and a bit of a surprise. Also, in case it makes a difference, here's the makeup of the party: Human Pal3/Clr2 of the Silver Flame Warforged Ftr2/Scout3 Human Wiz5 Human Art5 Shifter Drd5 (no animal companion) Thanks, in advance. |
| jonthegm10-03-05, 02:21 PM | I say hit them with something they don't expect. Especially if they're coming in at night, or near dusk. Have the Gnolls be numerous and throwaway. (Level 2-3 warriors...) The real danger is four trained poison dusk lizardfolk raining poisoned arrows down upon the PCs from the shadows (+17 to hide!) This would go a long way to show how varied Daask is in its hiring practices, as well as driving home Daask's image as an organization hip-deep in poisons, drugs, etc. Sample Male poison dusk Rgr3: CR 3; Small Humanoid (Reptilian); HD 3d8+6(Ranger) ; hp 23; Init +3; Spd 30; AC:20 (Flatfooted:17 Touch:14); Atk +6 base melee, +7 base ranged; +6/+1 (1d3+2, 2 Claw; 1d3+1, Bite); +8 (1d6+2, Longbow, composite ( +2 Str Bonus), Masterwork); +7 (1d6+2, Longsword, Masterwork); SA: Poison Use (Ex) ; SQ: Hold Breath (Ex), Low-light Vision (Ex); AL N; SV Fort +5, Ref +6, Will +1; STR 15, DEX 16, CON 15, INT 12, WIS 10, CHA 6. Skills: Balance +7, Climb +8, Hide +17, Jump +12, Listen +6, Move Silently +9, Spot +6, Survival +6, Swim +6. Feats: Armor Proficiency: light, Armor Proficiency: medium, Endurance, Point Blank Shot, Precise Shot, Rapid Shot, Shield Proficiency, Simple Weapon Proficiency, Track. Possessions: Weapons: Longbow, composite ( +2 Str Bonus), Masterwork (600 gp); Longsword, Masterwork (315 gp). Armor: Studded leather, Masterwork (175 gp). |
| Kaleanae en'i Mori10-03-05, 07:02 PM | 1 harpy singing in a corner should even up the fight some! My party did likewise and raided the Daask and a harpy starting singing and have the party stopped to applaude! |
| realdm10-04-05, 12:11 PM | i have done the daask raid in a really swashbuckling way. one big room with plenty of tables, crates, chairs and stuff they could use to hide or run away from the enemies. the shifter run into the depot and sit down with the gnolls playing dice.. he greets and the carnage starts. i suggest you to do one memorable, scene instead of a dungeon like thing. use the music from pirates of the caribbean, put loooots of minor , stupid enemies which will fall into the traps made by the pcs using the scenario and at the end, have the epic entrance of a big monster like a troll , which destroys everything during a final battle. i know the scene is a bit unrealistic but hey, thats dnd and your players will never forget it. |
| shilsen10-04-05, 06:33 PM | Nice suggestions, everyone - keep 'em coming! Something that I'm considering is as follows: The Boromar clan would certainly be keeping an eye on the drug den, and when they see a fight happening there, the watchers send a message for backup. By the time the fighting is close to over, with PCs and Daask forces probably all weak and wounded, a squad of Boromar enforcers waltzes in and mops up the rest. Of course, they leave the PCs alive, so that they can thank them for their services on the way out :D |