Hello there.
I am preparing a 1-2 sessions adventure for my players.
Five 12-level PC's are to assault an high tech (steampunk) gnome city in a high-fantasy world.
I am trying to think of interesting encounters to present them. Here's what i thought up until now.
The PC's and their army know that the enemy has experimental high tech weaponry, and most of the populace is evil, changed by the influx of devils controlling the area.
The PC's kingdom hopes to take the city in a night, as they have a far superior force (Two airships, and magic items that make everyone third-fifth level casters, and about 500 footsoldiers (also equipped with those items)
The city has tech defenses the kingdom doesn't know about (invisible soldiers, undead army), but only about 500 soldiers in total (also equipped with items that make them fifth-level casters). What they don't know is, the city has a super-weapon that can potentially destroy the airships.
The adventure is staged like this, so far:
1. The pc's are parachuted from the airship down to a tower that is providing invisibility to enemy soldiers, to shut it down. They are to eliminate the guards and destroy the tower while the army does the main fighting, then get back on the airship.
2. Once the invisibility machine is destroyed, they are informed via radio that the team that was supposed to take the super-weapon bunker has been killed, so it is up to them now.
3. Bombardment starts; the tower they are on starts to collapse, and they have to reach the ground in time
4. Once on the ground, they see allied soldiers being swarmed by undead enemies, and about to die. They must either help them (and disobey the direct order they received), wasting precious time, or ignore them (there is also a paladin in the party)
5. They have to cross a plaza to reach the super-weapon bunker, but it is impossible to due bombardment. They receive radio commands to enter the sewers and try to reach it from there.
6. Once in the sewers, they lose radio contact. The sewers are filled with undead experiments that broke out from the bunker due to bombardment
7. Once they reach the bunker, they need to stop the main villain from activating the super weapon. Once done, the rest of the army can take the city without fear.
What do you think of this? Is it ok? Can you add something that will make the experience funnier? Especially a kind of roleplaying encounter that i feel is missing from the adventure.
Thanks
I am preparing a 1-2 sessions adventure for my players.
Five 12-level PC's are to assault an high tech (steampunk) gnome city in a high-fantasy world.
I am trying to think of interesting encounters to present them. Here's what i thought up until now.
The PC's and their army know that the enemy has experimental high tech weaponry, and most of the populace is evil, changed by the influx of devils controlling the area.
The PC's kingdom hopes to take the city in a night, as they have a far superior force (Two airships, and magic items that make everyone third-fifth level casters, and about 500 footsoldiers (also equipped with those items)
The city has tech defenses the kingdom doesn't know about (invisible soldiers, undead army), but only about 500 soldiers in total (also equipped with items that make them fifth-level casters). What they don't know is, the city has a super-weapon that can potentially destroy the airships.
The adventure is staged like this, so far:
1. The pc's are parachuted from the airship down to a tower that is providing invisibility to enemy soldiers, to shut it down. They are to eliminate the guards and destroy the tower while the army does the main fighting, then get back on the airship.
2. Once the invisibility machine is destroyed, they are informed via radio that the team that was supposed to take the super-weapon bunker has been killed, so it is up to them now.
3. Bombardment starts; the tower they are on starts to collapse, and they have to reach the ground in time
4. Once on the ground, they see allied soldiers being swarmed by undead enemies, and about to die. They must either help them (and disobey the direct order they received), wasting precious time, or ignore them (there is also a paladin in the party)
5. They have to cross a plaza to reach the super-weapon bunker, but it is impossible to due bombardment. They receive radio commands to enter the sewers and try to reach it from there.
6. Once in the sewers, they lose radio contact. The sewers are filled with undead experiments that broke out from the bunker due to bombardment
7. Once they reach the bunker, they need to stop the main villain from activating the super weapon. Once done, the rest of the army can take the city without fear.
What do you think of this? Is it ok? Can you add something that will make the experience funnier? Especially a kind of roleplaying encounter that i feel is missing from the adventure.
Thanks

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