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Retaking a City - Help designing events or encounters
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<blockquote data-quote="Grogg of the North" data-source="post: 6097180" data-attributes="member: 6682960"><p>Give the players a city of the map and have a few NPC allies, such as from the good guards, give them information about the city and who is guarding the citadel. Have the NPCs state that they are willing and able to support the PCs but have the NPCs differ to the PCs for all battle plans. Most players will leap at the chance to be a general. The good side is that your PCs will be in charge, their victory or defeat is clearly in their hands, and the fate of thousands. The downside is that you're more or less reacting to the PCs so it's best to have a few generic encounters ready: demonic patrols; brainwashed citizens; cultists looking for resistance fighters.</p><p></p><p>One thing I would do is force the PCs to make decisions. Do you go protect your wizard friend and his research or do you go help a group of guards that are having trouble with taking a gate to the next level of the city? Do you help the church of Erathis retake their temple or do you go with some of the thieves through the sewer and bypass part of the city? You can't do both.</p><p></p><p>I wouldn't have any choice be "wrong" but each will influence the battle in different ways. Helping the wizard gets you some sort magical aid when fighting the succubus but if you help the guards, they'll get you access to watch's armory or take on the smaller demons when you reach the citadel itself. </p><p></p><p>As for the Captain of the Guard, I'd go for the cliche and make him fighting against his mind control. Every couple of rounds while fighting the PCs he realizes what's happening and begs the PCs for assistance before going back to fighting them. Then the PCs have to face the decision of "Do we kill him if he wasn't in control of his actions?" Which can lead to some interesting moral / alignment debates. Don't let things stall there though. If they spend a long time arguing over what to do with the Captain have a runner show up begging for aid in another part of the town. </p><p></p><p>I don't know how Succubi work in 4E so I can't give you too much advice there. However, from my experience in 3.5 they tend not to be straight up fighters. I would give her a bunch of guards, preferably the NPCs the group is found of, and if the Succubus is hurt have the damage, or at least some of it, get shunted to her guards instead. Finally, if the battle goes against her, have her flee.</p></blockquote><p></p>
[QUOTE="Grogg of the North, post: 6097180, member: 6682960"] Give the players a city of the map and have a few NPC allies, such as from the good guards, give them information about the city and who is guarding the citadel. Have the NPCs state that they are willing and able to support the PCs but have the NPCs differ to the PCs for all battle plans. Most players will leap at the chance to be a general. The good side is that your PCs will be in charge, their victory or defeat is clearly in their hands, and the fate of thousands. The downside is that you're more or less reacting to the PCs so it's best to have a few generic encounters ready: demonic patrols; brainwashed citizens; cultists looking for resistance fighters. One thing I would do is force the PCs to make decisions. Do you go protect your wizard friend and his research or do you go help a group of guards that are having trouble with taking a gate to the next level of the city? Do you help the church of Erathis retake their temple or do you go with some of the thieves through the sewer and bypass part of the city? You can't do both. I wouldn't have any choice be "wrong" but each will influence the battle in different ways. Helping the wizard gets you some sort magical aid when fighting the succubus but if you help the guards, they'll get you access to watch's armory or take on the smaller demons when you reach the citadel itself. As for the Captain of the Guard, I'd go for the cliche and make him fighting against his mind control. Every couple of rounds while fighting the PCs he realizes what's happening and begs the PCs for assistance before going back to fighting them. Then the PCs have to face the decision of "Do we kill him if he wasn't in control of his actions?" Which can lead to some interesting moral / alignment debates. Don't let things stall there though. If they spend a long time arguing over what to do with the Captain have a runner show up begging for aid in another part of the town. I don't know how Succubi work in 4E so I can't give you too much advice there. However, from my experience in 3.5 they tend not to be straight up fighters. I would give her a bunch of guards, preferably the NPCs the group is found of, and if the Succubus is hurt have the damage, or at least some of it, get shunted to her guards instead. Finally, if the battle goes against her, have her flee. [/QUOTE]
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Retaking a City - Help designing events or encounters
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