"Lets Return Tomorrow" Preperations [Archive] - Wizards Community

Post/Author/DateTimePost
Neo_Leviathan

06-18-06, 12:22 PM
my players, please stop reading now.


Ok, currently my players (6, lvls 11-12) are running through a 'dungeon' (actually a cave complex containing a rift that a group of slavers are using as a way to get close to their poaching grounds without having the main camp there), that is an absolute maze of twisty passages, filled with secret tunnels/doors, crawlways (for small creatures), and traps.
The area is inhabited by a group of lvl 3 and 5 guys who are trained for mobile fighting, and led by a lvl 13 Arcane Trickster (A Sorc/Rogue Marrulurk).
When anyone unauthorised enters an alarm spell triggers, at which point the troops disperse themselves through the caverns and wait. However, the Trickster has a special spell/item that causes him and his troops to have a permanent Mind Link during this time, so they each know where the others are, and can pass along info.

So basically, the tactics have been hit, run, vanish into the caves, desined entirely to disorient the party, ensure they dont reach the rift, and gradually wear down their resources.

Anyways, they're planning on after a little more exploring, leaving the place, resting, memorising spells specifically to deal with such mobile tactics, then heading back in.

Now, when they do this, the enemy are going to have a good 12 hours to prepare, what kind of things are they likely to setup? I think a couple of Scry spells will be getting used to make sure they know where the party is (ie, "Oh, look guys, they've set up camp, lets get ready for them for tomorrow" and "Ok guys, they're having breakfast, we can expect them soon") so they can time things reasonably, but the only thing I can think of is a few random notes/scrolls around the place with Explosive Runes on them, baiting some of the pit traps with Alchemists Fire, and positioning Acid flasks at strategic points where they'll fall on the unsuspecting party.

Any other fun ideas?

Oh, and of course they'll be sending a Message to HQ, letting them know that there's adventurers incoming, but they wont be able to recruit reinforcements. Theres about 30-odd troops remaining, a mix bag of Goblins, Hobgoblins, Humans and Half-Orcs, all being either lvl 3 or lvl 5 fighter, rogue, swashbuckler or wizard.
Wuggadad

06-18-06, 01:24 PM
Illusions, removing bodies, illusory walls and/or real walls where they explored before.

If the party did not travel very far from the cave entrance, have them harassed by petty tricks. Stink bombs catapulted in their camp, strange noises and lights in the woods, etc...

If they have unguarded food supplies, show signs of obvious tampering. An undetectable poison that may or may not be there can cause more angst than a poison that happens to affect only one person.

Heh. A GM sprung this on a kender one time: A complicated puzzle with the Bardic ability Fascinate built in. Imagine an intricate trap or puzzle that the rogue spends a lot of time trying to understand and disarm, to the point that he ignores the more obvious and simple trap of a peephole through which the party is being watched...