orangefruitbat
Adventurer
What about a defeat that is less than total?
Lots of posters had stated that Waterdeep itself is impregnible due to its powerful magical defenses, significant physical defenses, large size and number of powerful characters. And this is all true. If you want to credibly shatter Waterdeep, you have to take these things into accound.
However, none of this prevents an expeditionary force sent out from being destroyed. Khelben and the seven sisters don't march out with every forary. So Waterdeep might suffer a military misadventure outside of its walls.
I could easily see Waterdeep being placed under siege - it has the magical capabilities to keep an invading army out, but not the forces required to break the siege. Now the big problem comes from trying to calm and FEED a city of almost a 1,000,000 people. Even with clerics creating food, there won't be enough to go around. Oh, and plagues tend to be a problem during sieges as well.
Despite the above, I don't think even the threat of a large army, in and of itself, would be an overwhelming threat to the city since high-level characters could stage raids, assasinate leaders, summon magical allies,etc. So, I think you would need some extra punch.
Here are a few suggestions:
*powerful monstrous allies. An ancient red dragon or a flight of lesser dragons is a fiersome foe, even for arch-wizards. Burn city burn!
*sorcerous allies. Red Wizards, Calishmites, Nethese, liches. Enough to neutralize Waterdeep's magical advantage.
*religous allies. What if an avatar of Bane or Malar shows up? (Look at what happened to Evermeet)
*extra plannar allies - a portal opens up in the city, releasing hordes of demons. Memories of Myth Drannor anyone? Alternatively, githyanki.
*military allies - pirates blocking shipping and supplies, drow from the Underdark, orcs from the Spine of the World
*betrayal from within. A key defender betrays the city for some reason - revenge, lust for power, blackmailed?
*secret enemies. Assasins, mindflayers, beholders in the city take out key defenders at inopportune times.
*magic problems. For some reason, a field of dead magic sweaps over a portion of city, allowing for no magic at all.
*disease, faminine, pestilence. The classics of war.
Lots of posters had stated that Waterdeep itself is impregnible due to its powerful magical defenses, significant physical defenses, large size and number of powerful characters. And this is all true. If you want to credibly shatter Waterdeep, you have to take these things into accound.
However, none of this prevents an expeditionary force sent out from being destroyed. Khelben and the seven sisters don't march out with every forary. So Waterdeep might suffer a military misadventure outside of its walls.
I could easily see Waterdeep being placed under siege - it has the magical capabilities to keep an invading army out, but not the forces required to break the siege. Now the big problem comes from trying to calm and FEED a city of almost a 1,000,000 people. Even with clerics creating food, there won't be enough to go around. Oh, and plagues tend to be a problem during sieges as well.
Despite the above, I don't think even the threat of a large army, in and of itself, would be an overwhelming threat to the city since high-level characters could stage raids, assasinate leaders, summon magical allies,etc. So, I think you would need some extra punch.
Here are a few suggestions:
*powerful monstrous allies. An ancient red dragon or a flight of lesser dragons is a fiersome foe, even for arch-wizards. Burn city burn!
*sorcerous allies. Red Wizards, Calishmites, Nethese, liches. Enough to neutralize Waterdeep's magical advantage.
*religous allies. What if an avatar of Bane or Malar shows up? (Look at what happened to Evermeet)
*extra plannar allies - a portal opens up in the city, releasing hordes of demons. Memories of Myth Drannor anyone? Alternatively, githyanki.
*military allies - pirates blocking shipping and supplies, drow from the Underdark, orcs from the Spine of the World
*betrayal from within. A key defender betrays the city for some reason - revenge, lust for power, blackmailed?
*secret enemies. Assasins, mindflayers, beholders in the city take out key defenders at inopportune times.
*magic problems. For some reason, a field of dead magic sweaps over a portion of city, allowing for no magic at all.
*disease, faminine, pestilence. The classics of war.