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Post by joatmoniac on Mar 19, 2016 8:53:38 GMT
Breaking News Lusina Tirion is under attack!
Based on the improv style DM-Nastics #47 that talks about the time after the battle now it's time to talk about the time during it! Here is the prompt from that DM-Nastics:
"It is not a night like many others. Instead it is one that marks the end of a terrible battle waged against the invading hordes of all kinds of monsters one could imagine. Many adventures, militia, and everyone in between stagger, are carried, or even crawl into Restless Knights Inn, it seems as if the K is no longer on the sign after the battle, the premier adventurer bar in Lusina Tirion. Far less have returned than left, but the tales of the battle are on the lips of every patron now taking in a hot meal and free ale after the defense of Tower Town is complete ..."
dm_mainprize and I thought to have the forum work together to make a combat encounter for 5 level 10 heroes. The setting will be the defense of Lusina Tirion, we thought it could invoke imagery from Minas Tirith, Helms Deep, Kingdom of Heaven and more. It could be a la the 13th warrior style
1. enemy combatants - there are some mentioned in DMN 47, but certainly could be added to 2. a leader of the evil monsters - the big bad that needs dealt with 3. a reason they are attacking - why have they seen fit to attack Lusina Tirion, as it is likely a collective effort 4. what the tactics of the different monsters or minions - siege engines, goblin canons, burrowing bugbears, etc 5. what ways could the players get out of Lusina Tirion 6. how will they manage to go hidden or are they required to be a bit more brutish about it? 7. what secrets are revealed by the BBEG 8. anything and everything you want to add to this sort of... mission... quest... thing.
Remember that most can have multiple answers, so don't be afraid to add to what someone has already posted, and to try and limit yourself to answering one at a time, and waiting for others to answer before jumping back into the gym proper. Excited to see what comes of this one!
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gmsamuel
Squire
Got on after over six months away, feels like Dja vu.
Posts: 44
Favorite D&D Class: Held at the RPG academy
Favorite D&D Race: The Marathon
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Post by gmsamuel on Mar 21, 2016 2:40:25 GMT
I have no idea how to comment on this.
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Post by dmsam on Mar 21, 2016 2:47:47 GMT
I have no idea how to comment on this. I spent the past two nights trying, only to spam the backspace button at the end.
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Post by frohtastic on Mar 21, 2016 3:50:41 GMT
5.
The mage circle are powering a waygate that the civilians are using to escape. If the city has fallen, the mages will use their last bit of energy to seal the gate so none may pass.
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Post by goodmush on Mar 21, 2016 15:33:33 GMT
I am going to see if I can deadlift this so here goes.
1. Orcs, Minotaurs, Hobgoblins, beast Folk, ogres, trolls.
2. The Lesser Lich Kismet Crag
3. During the Peace talks with the Federation of Beast-men to the South, An Important political leader was assassinated and with tensions already high the declaration of war was issued.
4. Tire the defenders with waves of fodder combatants giving no rest, and as they tire sending in the heaver units and swift strikers.
5. Hidden tunnel, fighting through a break in the enemy line, hiding or they surrendered
6. Up to the players as they try to find a way out.
7. The attack on Lusina Tirion is but an excuse for Kismet Crag to obtain the Orb of Sumawe that is hidden deep under the keep in a chamber known only by a few.
8. Rescue of prisoners, VIPs, treasure Etc.
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Post by mephestrix on Mar 22, 2016 1:03:52 GMT
1. Hobgoblins, Bugbears, Ogres, Goblins, Manticores
2. The Hobgoblin Warlord Hrugemoth
3. After decades of oppression by the military of Lusina Tirion the Hobgoblins have united the neighboring tribes and seek to carve out their own empire in the ashes of the city
4. Ogre-driven siege towers, Manticore aerial shock troops, and throwing groups of goblins over the wall by catapult to sow chaos within the city, most likely armed with fire/explosives.
5. The only way out of the city other than the gates is the underground sewer system, unfortunately the access big enough for the party is halfway across town and they will be assailed by swooping manticores and crazed goblins.
6. Sticking to alleys or inside buildings will help them to go somewhat unnoticed but beware, manticores have keen noses!
7. Upon entrance to the city Warlord Hrugemoth will call upon a powerful sorcerer to seal the gate of the city with devastating spells. This mysterious figure bears an arcane symbol that the magic using players may recognize from a far off collective of reclusive wizards.
8. If the players seek out the king he will give them the Scepter of Rule, a magic item that if shown to one of the nearby city leaders will drive home the direness of the situation. Hrugemoth will also be enraged at the absence of the scepter.
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Post by dm_mainprize on Mar 22, 2016 13:37:02 GMT
I have no idea how to comment on this. I spent the past two nights trying, only to spam the backspace button at the end. We did it! we finally managed to stump some people!!!!! Get in the gym folks, though the weights be heavy its our job to lift them and I know you guys can come up with some of the awesomest stuff.
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Post by dmsam on Mar 22, 2016 22:43:01 GMT
I think I broke my back trying to do this one. Here's my 1, 2 and 3 (not in that order):
There was something immensely satisfying about returning things to its rightful place. Everything belonged somewhere – artificial, natural, or somewhere in between. A home, so to speak. A coin belonged to a purse. A fish in water. Stars in the sky. Men? That’s where things got complicated.
Lost in battle. Lost at sea. Or just plain lost.
It all started with somewhere far away, where men died fighting in a foreign land for causes they barely knew. Where women waited at the windows, docks, or gates for their husbands, brothers or sons to come home. Most lost hope, after a while. Most knew that their men were not coming back. Most were wrong. Rhys Morenin took a step forward, one stride closer to Lusina Tirion. The ground shuddered underneath him, straining to bear his weight. He was a lithe man, a proper man, a noble in fact. In many ways, he still was. Just a little more than a man now. The little red potion that he swallowed just before he died was no potion at all. It was the blood of an elder vampire.
Strapped to his back in wrist-thick chains was a massive adamantine coffin. It felt light to him, no more than a back-pack. He had abandoned his old rapier. That thin sliver of steel was too light to his newfound strength. Even the great sword that hung at his hip was barely adequate. Beneath his boot, a too-long shadow stirred.
“Shall we go home, little Shadow?” Rhys grinned. The fuzzy little creature looked almost like him. If it had a tail, it would be wagging. “Father must be worried sick by now.” Behind the fledgling vampire was an army. They were Rhys’ family now - ghouls, zombies, skeletons, shadows, even a few ghasts and banshees. A few of them were just like him. They once called Lusina Tirion, the Tower Town, their home. Tonight, it would be true once more.
Tomorrow, there would be no dawn.
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DM Dougspiracy Jenkins
Guest
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Post by DM Dougspiracy Jenkins on Mar 24, 2016 11:19:00 GMT
Breaking News - Lusina Tirion is totally fine, for now! "It is a morning like many others. The streets are quiet, save for the occasional half-asleep guard waiting for relief or a staggering drunk relieving himself against the side of the Restless Knights Inn, the premier adventurer bar in Lusina Tirion. Everything is as it should be within the walls of Tower Town, but outside the walls the rumblings of ruin have already begun..." 1. Morenin's Men - from dmsam^ 2. Rhys Morenin, a vampire. Servant to... something. 3. Under the command of 'father' (possibly goodmush's lich, Kismet Crag. Kismet!) 4. While the majority of the 'family' will lay siege to the town, Rhys will send a few trusted lieutenants to a secondary weak point in the outer wall. A waste outlet for the tannery (so as not to poison the main water supply) that was always left unguarded (due to the chemical smell). The party could hear strange noises from within the tannery, go to investigate & have to shore up the outlet using whatever comes to hand (perhaps using the acidity in an aqueous solution of sodium dithionite left lying about to somehow melt something & clog up the outlet, as one does). 5. Possibly through the old whiskey-running tunnels under the Inn? or by finding the tanner's been secretly dumping stuff into the underground sewer system to keep up with demand, which would lead to the sewers in mephestrix's post? 6. theoretically by this point it'd be wait for the survivors to drink their guilt then escape down the back of the Inn, possibly bribing the Innkeeper. Or they'd already be inside the tanners & unnoticed. Possibly have the Tanner or a guard come check on the commotion to add a layer of something if the players were planning on leaving. Of course, they could just stay. 7. One of Rhys' lieutenants reveals to the party (during banter, because banter) the true nature of the encroaching army ("oh how we turned your own against you!") & possibly hints to the location of the Lich & his plans to unite the lands under his rule as a response to the threat of this army he's secretly created & controlling. 8. At some point, on a certain roll, why not have a fire start in the tanners, because breathing in noxious fumes is great! Carcinogens & hallucinogens for all! Plus, the idea of a dimly lit tannery full of hides then the hide moves and oh no a zombie was wearing it! Or a skeleton wearing a hide... oh the hilarity. The horrifying hilarity!
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