ChudoJogurt
2019-09-20, 10:28 AM
I am here to ask for collective wisdom in a bit of worldbuilding.
In my current campaign my players are to help defend a small prisoner of war camp, meant for the enemy heroes. They'd be expected to be housing prisoners. Most of them would be level-less NPCs, but some have levels, up to potentially level 6, some of them with PC classess, with some 20-50 prisoners.
The guardsmen would be two or three level 6 NPCs, bunch of nondescript Warrior-1/Adept 1 guards, some CR 3 magical beasts (mostly blink dogs, I think) and the prison itself was created with the help of wizard of level 10, and may have Permanencied spells, magic items as needed and if need be, I generally allow the use of Incantations, that may mimic high-level spells (up to level 7 inclusive) and/or just off-the-cuff individual magical effects in the same range of power.
The attackers, likewise, may have up to 4th level arcane spells from the core book only at their disposal, but no incantations, magic items or anything like that.
Neither side has any access to spells from Necromancy School or any Divine Magic in any form.
I want to make sure that the defences the encampment sort of make sense -- that the players don't immediately shout "why didn't the enemy do X, and effortlessly penetrate the security and rescue their prisoners?"
What sort of holes should the magic defence cover? What sort of things should such a prison have to watch out for?
In my current campaign my players are to help defend a small prisoner of war camp, meant for the enemy heroes. They'd be expected to be housing prisoners. Most of them would be level-less NPCs, but some have levels, up to potentially level 6, some of them with PC classess, with some 20-50 prisoners.
The guardsmen would be two or three level 6 NPCs, bunch of nondescript Warrior-1/Adept 1 guards, some CR 3 magical beasts (mostly blink dogs, I think) and the prison itself was created with the help of wizard of level 10, and may have Permanencied spells, magic items as needed and if need be, I generally allow the use of Incantations, that may mimic high-level spells (up to level 7 inclusive) and/or just off-the-cuff individual magical effects in the same range of power.
The attackers, likewise, may have up to 4th level arcane spells from the core book only at their disposal, but no incantations, magic items or anything like that.
Neither side has any access to spells from Necromancy School or any Divine Magic in any form.
I want to make sure that the defences the encampment sort of make sense -- that the players don't immediately shout "why didn't the enemy do X, and effortlessly penetrate the security and rescue their prisoners?"
What sort of holes should the magic defence cover? What sort of things should such a prison have to watch out for?