Ovinomancer
No flips for you!
Shallown, Rayne----GO AWAY!
Ok, my players pulled a fast one on me an went somewhere I do not have fully fleshed out. Namely into a warzone. Let me give a little backstory (I'll keep it brief):
The Kingdom the player are in is in the beginning stages of being invaded by the neighboring Empire (cue ominous music here
). Due in large part to the players, this was not the surprise that the Empire wanted it to be. Currently, the Empire forces are laying siege to the Kingdom fortifications securing the only viable pass between the mountian range seperating the two countries. Since the Empire did not expect active resistance at this stage, they did not have heavy siege equipment in thier first wave. They have since recitified this and, as the players arrive on scene, have brought up the muscle, so to speak. The Empire has considerable resources, and, being the evil Empire they are, willingly use non-human creatures in many capacities. I would expect some giants and living siege stuff in thier arsenal, as well as some powerful casters (15-16). The Empire will throw some serious effort into ending this seige as quickly as possible as they do not want to be stuck in this mountain pass where they cannot bring thier full army to bear. (The Kingdom recieved warning, but not enough to recall/muster a full standing army, and are currently relying on those forces kept under arms and mercenary companies for the defense.)
Enter the players. They are working as 'troubleshooters' for the Duke in charge of this province of the Kingdom. On a recent mission to discover why reiforcements are not arriving as anticipated, they encountered a group of knight in the retainer of another powerful lord of the Kingdom. These knights attacked the party after an earlier, peaceful encounter. The party easily dispatched the majority of the knights (they weren'e meant as much of a threat). Upojn questioning them, they found out that the knights believed (on the word of thier Lord) that the Duke was a traitor and that he had allied himself with the Empire. This recall of troops was just an attempt to lull the other Lords into a trap, and the Duke himself was responsible for the slaughter of the reinforcements. The players did not question the knights any further, instead deciding to verify this account by teleporting to the pass to see if the forces were actually fighting each other. Instead of teleporting to the Kingdom fortifications, were thier status as 'troubleshooters' would probably provide them with plenty of access to information (hey, what commander turns down a 10th level party of 'suicidal' adventures?), they instead choose to tele to a location previously identified by them as a stategic vantage in the pass. Which is, of course, now controlled by the Empire.
They successfully tele'd in and had a brief encounter with the forces arrayed at thier destination (a mountainside entrance to a tunnel leading to an oversight position of the pass), and are now flying around the mountain in order to look upon the valley (the entrance does not front the pass). I have previously told them (and one of the characters has witnessed) that the Empire fields nasty flying troops.
Help me with ideas for cool mounted flying troops and other nasties that would be involved in this siege. Enemy tatics for dealing with unexpected flying interlopes would be welcome also.
Thanks!
Ok, my players pulled a fast one on me an went somewhere I do not have fully fleshed out. Namely into a warzone. Let me give a little backstory (I'll keep it brief):
The Kingdom the player are in is in the beginning stages of being invaded by the neighboring Empire (cue ominous music here
Enter the players. They are working as 'troubleshooters' for the Duke in charge of this province of the Kingdom. On a recent mission to discover why reiforcements are not arriving as anticipated, they encountered a group of knight in the retainer of another powerful lord of the Kingdom. These knights attacked the party after an earlier, peaceful encounter. The party easily dispatched the majority of the knights (they weren'e meant as much of a threat). Upojn questioning them, they found out that the knights believed (on the word of thier Lord) that the Duke was a traitor and that he had allied himself with the Empire. This recall of troops was just an attempt to lull the other Lords into a trap, and the Duke himself was responsible for the slaughter of the reinforcements. The players did not question the knights any further, instead deciding to verify this account by teleporting to the pass to see if the forces were actually fighting each other. Instead of teleporting to the Kingdom fortifications, were thier status as 'troubleshooters' would probably provide them with plenty of access to information (hey, what commander turns down a 10th level party of 'suicidal' adventures?), they instead choose to tele to a location previously identified by them as a stategic vantage in the pass. Which is, of course, now controlled by the Empire.
They successfully tele'd in and had a brief encounter with the forces arrayed at thier destination (a mountainside entrance to a tunnel leading to an oversight position of the pass), and are now flying around the mountain in order to look upon the valley (the entrance does not front the pass). I have previously told them (and one of the characters has witnessed) that the Empire fields nasty flying troops.
Help me with ideas for cool mounted flying troops and other nasties that would be involved in this siege. Enemy tatics for dealing with unexpected flying interlopes would be welcome also.
Thanks!
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