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[FR] Waterdeep in Ashes
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<blockquote data-quote="Anubis the Doomseer" data-source="post: 1027412" data-attributes="member: 12455"><p>To a degree I'm getting a bit tired of the "it can't be done posts" - how about focusing on ways it could be done? "It can't be done" posts amount to "you're playing it wrong". It's Marimmar's campaign, and the invasion is (if I'm reading it right) a fait accompli - it would be more productive to help explain how they sucessfully won the city.</p><p></p><p>So far we have the following "sticking points"</p><p>- the mythral</p><p>- the army</p><p>- the distance</p><p>- the guilds</p><p>- Skullport</p><p>- the Churches (and their deities)</p><p>- magical city defenses</p><p>- native heroes</p><p>- allied heroes, armies and cities</p><p></p><p>How does one deal with these? The high-level heroes issue is already dealt with to some degree - many of the uber-magi running around are retiring. Maybe Khelben suffers a moment of arcane weakness at a key point. He may still be alive, maybe even helping the resistance, but he no longer trusts his powers but doesn't want to show his weakness. So you have this uber-mage helping the PCs without the problem of the NPC overshadowing them. Boom - one ally, a lot weaker than expected but a helpful information source nonetheless.</p><p></p><p>Mythrals are finnicky things, perhaps Fzoul or the Zhent archmage discovered how previous conquerers defeated such mythrals. Bane is Lawful Evil, there has to be some infernal forces who remember the fall ofthe Cormanthyr and the mythrals from the Age of Sorcery. If you have something that defeats elven high magic (mythrals) then more mundane magics and defenses wouldn't be such a problem. Any PC hero types would target such an artifact, devil or spell which is likely well guarded. Boom - instant plot point.</p><p></p><p>Skullport is mostly slavers, Beholders and Drow IIRC. What isn't there to say that the Zhentarim didn't have help from them in some way? The Zhentarim could have promised increased trade, perhaps making alliances with one or more rival forces within Undermountain. Same goes for the guilds. The promise of secured trade (namely because you controlled the bandits) placates most. Those guildmasters with more principles than greed are "encouraged" from within their own guild to retire or at least stay out of the situation.</p><p></p><p>This leaves the churches, the army itself and the physical/non-magical defenses of the city itself. Any suggestions on how they managed to get through these?</p></blockquote><p></p>
[QUOTE="Anubis the Doomseer, post: 1027412, member: 12455"] To a degree I'm getting a bit tired of the "it can't be done posts" - how about focusing on ways it could be done? "It can't be done" posts amount to "you're playing it wrong". It's Marimmar's campaign, and the invasion is (if I'm reading it right) a fait accompli - it would be more productive to help explain how they sucessfully won the city. So far we have the following "sticking points" - the mythral - the army - the distance - the guilds - Skullport - the Churches (and their deities) - magical city defenses - native heroes - allied heroes, armies and cities How does one deal with these? The high-level heroes issue is already dealt with to some degree - many of the uber-magi running around are retiring. Maybe Khelben suffers a moment of arcane weakness at a key point. He may still be alive, maybe even helping the resistance, but he no longer trusts his powers but doesn't want to show his weakness. So you have this uber-mage helping the PCs without the problem of the NPC overshadowing them. Boom - one ally, a lot weaker than expected but a helpful information source nonetheless. Mythrals are finnicky things, perhaps Fzoul or the Zhent archmage discovered how previous conquerers defeated such mythrals. Bane is Lawful Evil, there has to be some infernal forces who remember the fall ofthe Cormanthyr and the mythrals from the Age of Sorcery. If you have something that defeats elven high magic (mythrals) then more mundane magics and defenses wouldn't be such a problem. Any PC hero types would target such an artifact, devil or spell which is likely well guarded. Boom - instant plot point. Skullport is mostly slavers, Beholders and Drow IIRC. What isn't there to say that the Zhentarim didn't have help from them in some way? The Zhentarim could have promised increased trade, perhaps making alliances with one or more rival forces within Undermountain. Same goes for the guilds. The promise of secured trade (namely because you controlled the bandits) placates most. Those guildmasters with more principles than greed are "encouraged" from within their own guild to retire or at least stay out of the situation. This leaves the churches, the army itself and the physical/non-magical defenses of the city itself. Any suggestions on how they managed to get through these? [/QUOTE]
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