| Post/Author/DateTime | Post |
|---|---|
| Zee'Tah04-16-05, 09:46 PM | Main question, How to efficiently kill higher many rogues (average lvl 5) without getting the snot kicked out of you? Lots of rogues. Lots and lots of rogues. lots and lots and lots and lots of rogues. The group: lvl 1 brb/ 1ftr lvl 2 druid lvl 2 ranger (archery) lvl 3 mnk (1 stun left) Our party didn't get the plot hook that the DM wanted us to. Instead we figured out before he wanted us to that there was a new, very powerful rogue guild in the city. We found the entrance to it and were all shot with sleep arrows (higher DC), and all failed. We woke up with full health in a torture chamber, took out the guards and that is where we ended. Inventory: 4 metal chairs rope to bind four people 1 iron maiden 4 potions of poison (unknown type) 4 potions of healing (moderate) 4 sai 4 crossbows 1 small table. 1 wand of lightning/ mace thing that anyone can use 4 Scalpels bodies of 5 guards Need innovative ways to use these to maximize their efficiency until we find a door/ window out of the place. Ideas? |
| Da Dinictus04-16-05, 09:48 PM | Ideas? Go Hannibal Lecter on the corpses and wear skins. Get carried away as you're mistaken for a wounded rogue. Kill. |
| Sidious04-16-05, 10:15 PM | Well, fire is good if there's anyway to get that work. Picking them off one at a time is always fun, too.. |
| d00m_b4b00n04-16-05, 10:58 PM | Any guild with a torture chamber that well equipped is going to have a number of other prisoners around. Release them and use their breakout as a diversion to escape the place, and try to cause as much mayhem as possible on the way out. DO NOT burn the place down! Arson of important buildings is the pet peeve of every DM I've ever known, especially when it sounds like the layout has been planned out in advance. Everyone is always much too quick to resort to arson. I'm not saying the odd bottle of alchemists fire can't work wonders when the guards are chasing you or you need to block off a small area, but don't throw the stuff around like it's holy water at an exorcism. Remember that many medieval states used to burn arsonists alive if they were caught, and that isn't fun at all. |
| Donraj04-17-05, 12:18 AM | Well, first off, do not let any enemy escape. That's pretty much a necessity. If the average enemy is really that much higher above you in level one or two could probably destroy you before you can even raise a hand to defend yourself if they caught you off-guard. Now, you have a ranger so I would suggest using him as a scout, as well as the monk if he has good stealth abilities. Try to kill anyone you see within one round. If someone manages to make a run for it have the ranger and fighter try to bring them down with crossbows and have the Druid summon something to block them off. A celestial hound sounds perfect for the job. Now, what do you know about the layout of the place? If there's alot of cubbyholes and potential hiding places you're in trouble. If it contains long, open halls sneaking up on targets will be hard; I'd recommend relying on those summoned creatures here and having one or two of the stealthier characters catch them while they're off-guard. And is dragging dead bodies back to hide them in the torture chamber a viable option? In the worse case scenario, if an alarm is somehow sounded throw caution to the wind and just start tearing your way out of there. You should be able to overwhelm small groups if you come in quickly. You mentioned a wand of lightening (why the heck would something like that be in the torture chamber?). Use it. Blast away like there's no tomorrow. I'd recommend not giving it to the fighter/barbarian so he can use his rage ability freely. The druid is the magic user so I'd suggest giving it to him. And I have to disagree with d00m_b4b00n. Do start burning things. Make a torch and have the druid burn everything flammable he runs by. You were in torture chamber and its only going to get worse if you're captured, now's not the time to worry about legal punishment. If all else fails you can blame it on the thieves' guild. Also, I have to disagree with the mass emancipation idea. Getting out before an alarm is raised is your best bet. Besides, a good number of those prisoners would probably be out of favor guild members who would cheerfully stab you in the back to get back in the group's good graces. |
| Draco Strang04-17-05, 03:54 AM | Let them come to you. If it's just rogues, and no casters, then they'll be limited to whatever minor magic they have. Hole up in the torture chamber, turn the place into a death trap. Hell, they're the thieves guild....it's not as if they'll be able to run into the street and call for the city watch. They've gotta handle this one on their own. Don't let them flank, thus denying their sneak attack ability. This goes a long way towards crippling a rogue in combat situations. P.S. How many is lots and lots? |
| Zee'Tah04-17-05, 03:21 PM | ...umm yea... one thing I forgot to mention was that the...umm... alarm has been raised...that would be why we are having so much trouble, we are severly pressed for time, and have no Idea where to run. Right before we finished off the last guard he manage to sound some alarm. :censored: :banghead: |
| Aram al'Castor04-17-05, 03:35 PM | Well since the alarms already been sounded id go with what one of the other people who posted on here said: turn that torture chamber into a death trap( no pun intended). if theres only a single door thats only one space wide you guys should be good to go. Id place the fighter and the monk on either side of the door so that anyone who comes in (one at time if its only one space wide) and clobber them along with the ranger using the crossbow and the druid with that wand and some summoned creatures here and there you should do significant damage to them hopefully enough to warrant escape or at the very least youll go down in a blaze of glory. |
| Donraj04-17-05, 04:30 PM | I'd have to disagree. There are only four of you, you're all of fairly low level and you've indicated that most of your enemies are notably higher then you in level. You can't survive a last stand. If nothing else they can simply bum rush their way in. Assuming they don't have access to a wizard with dimensional door or simple mundane things like poison gas or smokesticks to provide cover. If you go with the "death trap" method you're basically going to be in a "Stand-off with the police" situation. I assume you've seen those on TV. How often do they work out well for the criminals? Do you really want to try to deal with their equilivant of a trained, prepared SWAT team? Also, since you have no food they could just starve you out. I'd have to reiterate the "Blast your way out of there" method. If nothing else try to move quickly enough that they won't know where you are. EDIT: And the fact that they had a wand of lightning lying around in their torture chamber would seem to indicate that they probably have more magical toys elsewhere. |
| Kalli04-17-05, 05:33 PM | ...I question the entire situation. WHY is your DM sending you against CR 5 encounters when you've only got one character past level 2? The only things I can figure is he's trying to 'get even' with you for not taking his plot hook, that there IS a way for you to get out (and may or may not involve fighting or trickiness), or he's just a DM of dubious caliber. Actually, 'getting even' isn't something most good DMs would do, either. Assuming that the only way you're going to get out is forced escape, I'd see if you can turn any of those jailcell items to use. That iron maiden in the corner? Open it up and see if you can use it as an improvised spiked shield! (I'd rule that it grants full concealment, considering it's as tall and twice as wide as the average person when opened. Penalties may apply. See your local DM for details.) Be like Laharl. Be impartial and -- plunder everything! (Cookies to those who get it.) Think about how you can use even the oddest, most mundane stuff in your cell. Divvy up the obviously useful stuff in the way that seems most useful. Table may or may not be usable for a good blockade (esp. in conjunction with the iron maiden). You've said that you've killed a few thieves -- I'd suggest knocking out the next one or two or few that come by, if possible. Tie 'em up and see if you can negotiate. Or, alternately, find out how little they value the lives of their members. (That might also sow a bit of dissention in their ranks, heh.) And if all else fails and you get TPK'd...you can either beat the DM with your books, or inquire around here for various hammergun/bow manufacturers. |
| Titan W04-17-05, 06:10 PM | If it's a theives guild they may have secret passages, and you could always jurry-rig something... the spikes from the maiden could be turned into improv daggers, and spearheads... with the legs from the table, tied togeather with rope sections, the scalpels could be daggers and you could rig up something with them too... poison them and throw them maybye, poison the maiden's spines, and if you break hte table you could get some clubs, and still have the spikeless maiden for a sheid, and you could drive more spines through some of the clubs and get mroe out of them that way... you have rope enough to make a makeshift flail too... or a whip... just some ideas here about weapons... The cure potios will be invaluable, and so will the lightning rod/mace... I would reccomend having someone protect your back at ALL TIMES... sneak attacks are deadly... |
| Zee'Tah04-17-05, 07:15 PM | I asked the DM if we could push the iron maiden, he said "no way in :censored: :censored: ", Then I asked if we could use the door of the maiden, he said "maybe the half-orc brb/ftr with 19! str could lift it. But I love the spikes from the maiden Idea. We could make spike clubs from the torches on the walls (forgot about those) :D The room its self has a door at either end, and we know that there is a side corridor that goes right around the room. Both doors have big double locks, and we are currently in the middle of the room. Because there are two doors barricading ourselves in is going to be impossible. :surrender One more note, the monk is almost about to level again, (we allow leveling inside dungeons, just not in the middle of one encounter), is there any particular class/ prestige class that he should go to? (The monk and the DM talked before the game started and he said that the monk could multiclass with usual penalties, OA rule) Oh, and about the spiteful DM, we were supposed to find this rouge guild later in the game, but we kind of killed an important person that we were not supposed to and then figured out way ahead of time (several levels before) that there was a rogue guild. Its our bad not going to the easy dungeon first, not his. I think all make a backup character just incase. :raincloud |
| Donraj04-17-05, 08:37 PM | One more note, the monk is almost about to level again, (we allow leveling inside dungeons, just not in the middle of one encounter), is there any particular class/ prestige class that he should go to? (The monk and the DM talked before the game started and he said that the monk could multiclass with usual penalties, OA rule) I'd stick with Monk, if only for the increased damage and BAB. Which will come in very useful if you go with the "mad dash through a horde of stronger enemies" option. Also, it occurs to me that since your barbarian/fighter and your monk are both faster then the other half of the team and most, if not all, of the opposition you might want to consider the "trip your friends to escape the cheetah" method. Have the other two slow down the enemy while those two tear out of there. Not nice, not pretty, but it might be a way to let at least part of the team escape. And if someone is on the outside they might be able to effect a rescue later, assuming the thieves' are still in a prisoner taking mood. |
| Donraj04-21-05, 10:45 PM | I hope no one minds the thread necromancy, but how did the situation turn out? |