darkbard
Legend
Comrades,
The sitch: I want to design a dynamic campaign kick off in media res. The PCs are attending an oration in a public square (actually a gladatorial arena that is converted to a marketplace on the frequent days when combat is not held there). A group of assassins strikes against the political speaker atop a (makeshift?) stage: A wizard assassin emerges from the crowd and conjures a demon to slay the speaker; a concealed archer rains down arrows from above (where in an erstwhile arena would provide this vantage?), while ruffian assassins from the assembled crowd open with a volley of crossbow bolts aimed at the speaker and then move to engage the speaker's guards.
Presumably, the PCs will move to attempt to save the life of the speaker, engage the wizard and demon (and, at some point, the archer, as well, I imagine), while the guards and ruffians tie each other up for the first round or two of combat (these latter combatants are all minions and won't affect the combat budget too much either way); the main combat will be between the PCs and the wizard & demon, with the archer offering a second front that threatens the PCs' attempts to save the life of the speaker.
My question: What interesting terrain features, etc. might I include to make this combat as illustrative of 4E style movement, positioning, stunting, etc. as I can?
I have thought of factoring in moving through the crowd at the onset of combat as one possibility (perhaps as difficult terrain, and requiring a squeeze action penalty while moving through the crowd). Of course, there is the possibility of two separate elevations of combat (or three, considering the archer's location).
Of note: there are only 3 PCs, so I don't wish to split the party on too many fronts for fear of what difficulty this may get them into if they're spread too thinly.
Thanks for your suggestions in advance!
The sitch: I want to design a dynamic campaign kick off in media res. The PCs are attending an oration in a public square (actually a gladatorial arena that is converted to a marketplace on the frequent days when combat is not held there). A group of assassins strikes against the political speaker atop a (makeshift?) stage: A wizard assassin emerges from the crowd and conjures a demon to slay the speaker; a concealed archer rains down arrows from above (where in an erstwhile arena would provide this vantage?), while ruffian assassins from the assembled crowd open with a volley of crossbow bolts aimed at the speaker and then move to engage the speaker's guards.
Presumably, the PCs will move to attempt to save the life of the speaker, engage the wizard and demon (and, at some point, the archer, as well, I imagine), while the guards and ruffians tie each other up for the first round or two of combat (these latter combatants are all minions and won't affect the combat budget too much either way); the main combat will be between the PCs and the wizard & demon, with the archer offering a second front that threatens the PCs' attempts to save the life of the speaker.
My question: What interesting terrain features, etc. might I include to make this combat as illustrative of 4E style movement, positioning, stunting, etc. as I can?
I have thought of factoring in moving through the crowd at the onset of combat as one possibility (perhaps as difficult terrain, and requiring a squeeze action penalty while moving through the crowd). Of course, there is the possibility of two separate elevations of combat (or three, considering the archer's location).
Of note: there are only 3 PCs, so I don't wish to split the party on too many fronts for fear of what difficulty this may get them into if they're spread too thinly.
Thanks for your suggestions in advance!