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| GoriceXII03-05-08, 06:39 AM | (Thanks to all who helped me in the "Caravan Ambush" thread--off to a good start here) I have a party of 10th level characters who are currently besieged in an abandoned monastery by an army of ghouls and ghasts. An improved ghast necromancer leads them but they don't know that yet. The monastery was only 'abandoned' after ghouls got in and killed almost everyone but a priest who managed to activate a minor artifact which casts a hallow spell over the monastery. It lasts in effect for one quarter of a day. (they also have a party of 24 npcs, mostly caravan guards, cooks, maidservants, etc who were cowering in terror when last we saw our heroes) I want the pcs to feel besieged and strapped for time as they try to investigate the monastery's secrets to learn about it and try to figure out why it was attacked (along with the town outside, now overrun with undead). So what I need is: - tactics on the part of undead trying to get into a building that is sanctified against them. - whether it seems reasonable that the ghast leader will simply send to HIS boss, the BBEG, for assistance or something. I know that adventures are often a little static in this way but it seems to me that if there is, say, a lich in the next county working on his evil plans and that a party of adventurers who seem capable of dealing with that are in the area, why wouldn't he be informed and then arrive with more powerful forces? - if the above IS reasonable then I need to plan out how it might go; how I could have a lich arrive with greater forces WITHOUT having things be too overpowering for the group. |
| TempestBlade2403-05-08, 07:34 AM | As for the Tactics of the Undead attacking what they cannot enter, as they're ghouls, I would suggest they pray on the villagers. Claim they will allow the villagers to go free, they only want the PCs. This could cause the Villagers to think that there is a chance, whereas your PCs (presumably) would see this as the trap it was. Perhaps one villager attempts to escape with his family, and is beset by a gang of ghouls? Players have to decide whether to sally out and help the family before the ghouls tear them apart, or stand their ground in case more ghouls arrive (though look heartless in the eyes of the other villagers). Alternatively if the Ghouls cannot enter the building perhaps use fire? Have the players organise and lead the villagers in a fire fighting encounter? Or something more disease ridden such as pile corpses around the Monastry both for corrputing and demoralising purposes (such as in actual history when severed heads would be flung into cities). As for the Lich's forces arriving you could tie in the Lich to the history of the Monastry. Something about the history forbids the Lich to enter within so many 100 feet as long as a single priest of whatever god remains. This could also cause a subplot of the undead attempting to assasinate the priest in order that their Lich might unleash his might against the monastry; which would spell almost certain defeat for the players. It sounds a very rich area with many possibilities. Nice storytelling :) |
| GoriceXII03-05-08, 07:39 PM | Thanks--I really like the idea of tying the lich into the monastery's history. That makes a great deal of sense. Perhaps I could even tie in the idea of some kind of timeline of potential events, have various signs and portents occur that indicate that some event tied to the lich (for good or ill) is already happening. (not sure what that would be yet though) However as to the undead attacks--I think exterior assaults on the building itself makes a lot of sense. Fire or launching projectiles or what have you. I also like the idea of the villagers under attack. The pcs THOUGHT the place was abandoned but it would be interesting to have them realize that in fact a lot of the people were just hiding. Perhaps a fire (spread by a launching of a fireball or lightning bolt, both of which were used, into an area where there were fields or thatched roofs) might start, driving some people out only to be attacked by ghouls or ghasts. |
| I_roll_ones03-05-08, 07:48 PM | Have them strip the church for silver, to have a PC or NPC make into holy water? It is incentive for them explore the entire monastery. How did the ghouls get in the first time? Maybe a window wasn't latched so great? Tunnels under the crypts? What are they doing about food? Clean water? Are there any other items of importance left behind by the priests? Can the ghouls cast speak with dead, if they find the remains of a priest and find all about the monastery? If you have a player devoted to intimidation or Diplomacy, have them convince the NPCs not to turn them in to the ghouls. Or, a fight breaks out amongst the NPC's, and combined with cabin fever and thinking that throwing bodies to the ghouls will gain favor to ask for mercy or freedom, they start picking off those they don't like. Maybe two rival clans with bad blood between them? That way, they can't rely on the NPCs to be alone, or they might kill someone and toss them out the door. Can they light the sanctified building on fire? Such as, chucking a torch at it? Or tunnel beneath it and collapse it? |
| GoriceXII03-06-08, 01:28 AM | The holy water is good thinking. We'll see how they do with that one but I may have a cohort or companion suggest it too. I have a perfect set of rivals for the npcs--one is an arrogant pedigree proud aristocrat (who the pcs overheard droning with a distant relation during the journey--"...well he was my first cousin on my father's side and married Lord Tollett's younger daughter...and then his third son became betrothed to...) who nevertheless has enough warrior levels to be a little dangerous. The other is the tough but lower ranking npc soldier who succeeded the now dead caravan commander. (however he tends to drink under pressure) Most of the people that survived apart from a few guards are clothiers, maidservants, cooks, teamsters, ostlers and such; theify certainly don't want to fight if they don't have to. The monastery till recently was inhabited, so I'm going to rule that there's a little food and drink in the kitchen and more in the cellar--admittedly rather plain food probably but certainly nourishing. The awkward thing is that one of the three main doors that needs to be defended leads right into the kitchen. The building itself is mostly stone, but probably the roof could be set on fire. There are a few items of importance in the monastery, including one minor relic the pcs have already found and archives that will have key information for the next adventure. I also may have a few priests' spells squirreled away. I've been thinking of having at least one or two people who survived by hiding maybe be found with some kind of information. |
| Entropy_Judge03-06-08, 02:53 AM | Some of the NPC's should probably start going cabin-feverish - such that if the PC's don't find them something to do (even something as simple as exploring the monastery or plinking away at the ghouls with a crossbow), they'll become dangerous. The Aristocrat should probably be acting as though he should be in charge, even if it's completely obvious that he has no clue what to do. Have the ghouls start building a *really* big siege weapon, one that can obviously do significant damage to the monastery without needing to be near it (a trebuchet?). As for the Lich ... unless the PC's are significantly powerful in comparison to him (and his forces), he probably wouldn't come in person. Send a powerful minion of his with forces that can bypass the sanctification - maybe Lawful Neutral mercenaries under an Evil human M-U. This, of course, sets a different time-table into action: how long before the mercs find out about the ghouls and become sickened at what they're doing, or before the ghouls decide to feast on their former allies? |