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Giving my GM a break
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<blockquote data-quote="supersub" data-source="post: 5909798" data-attributes="member: 6693793"><p>Thank you for the feedback - the value of real-world fortifications is definitely questionable, and part of this exercise is to see how creative the players will get when they are being worn down with wave after wave of attackers. Since this is a standalone type encounter, I'm not too worried about major plot holes, but I do think that there should be some additional justification for needing to defend that location. Right now I'm leaning towards have there be some type of gate effect that will allow whoever is there pull in additional reinforcements. That way I figure both sides in this conflict will want control, and it will stress the importance of holding on to this location no matter what. Otherwise I could see the group taking control of the tower and then deciding to destroy it so that nobody could use the tower and then leaving. Not exactly what I had planned, so thank you for that suggestion.</p><p></p><p>Any other ideas for unusual or otherwise fun attackers? I am trying to figure out what types would work well together, and right now I have hobgoblins, ogres, trolls, and giants. The dragon at the end of course, and was going to throw in a couple of other leader types which would be PC types mounted on wyverns who could throw the occasional monkey wrench into the works. There was a monster listed in the old Monster Manual II called Quicklings which I was going to try to look up - thought they might be interesting to pull in as scouts or light recon forces. Any other suggestions you might have would be appreciated! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="supersub, post: 5909798, member: 6693793"] Thank you for the feedback - the value of real-world fortifications is definitely questionable, and part of this exercise is to see how creative the players will get when they are being worn down with wave after wave of attackers. Since this is a standalone type encounter, I'm not too worried about major plot holes, but I do think that there should be some additional justification for needing to defend that location. Right now I'm leaning towards have there be some type of gate effect that will allow whoever is there pull in additional reinforcements. That way I figure both sides in this conflict will want control, and it will stress the importance of holding on to this location no matter what. Otherwise I could see the group taking control of the tower and then deciding to destroy it so that nobody could use the tower and then leaving. Not exactly what I had planned, so thank you for that suggestion. Any other ideas for unusual or otherwise fun attackers? I am trying to figure out what types would work well together, and right now I have hobgoblins, ogres, trolls, and giants. The dragon at the end of course, and was going to throw in a couple of other leader types which would be PC types mounted on wyverns who could throw the occasional monkey wrench into the works. There was a monster listed in the old Monster Manual II called Quicklings which I was going to try to look up - thought they might be interesting to pull in as scouts or light recon forces. Any other suggestions you might have would be appreciated! :) [/QUOTE]
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