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| #1tavmanMar 26, 2010 12:07:05 | I'm looking for some ideas to pimp out my climactic final encounter with Sinruth that takes place on the streets of Brindol. Here's the setup: I added an escape tunnel to Sinruth's Abode that leads out of the crypt and down the mountain a bit. I had Sinruth beat Adronsius almost to death while he's monologuing about his plans to go get a few of his boys that were out on patrol and hit Brindol via a secret tunnel that was built during the Red Hand war that leads into the city (explaining how the gobs were getting into and out of the city during the first attacks). The PCs know of the existance of the tunnel, but not it's location. Anyway, he gloats to Adronsius that he's going to cut the head off Brindol and take out the half-elf councilman and as many of the other council members as possible. He finishes of Adronsius (or he thinks he does) and takes off as the PCs are finishing up the 1st level. The complicating factor for the PCs is that before he left, Sinruth gave Tharunn to the Deathlock Wight and they have less than 24 hours to rescue the boy before he's turned into a zombie. The party's paladin has sworn an oath to Tharunn's dying father to rescue him, so they had to make a choice - rescue the boy first and risk having Sinruth kill the council or rescue the council and most likely sacrifice the boy. They chose to go after the boy first and then try to stop Sinruth. So, my final battle with Sinruth now will take place on the streets of Brindol just outside the keep. One player in the party is a devoted follower of the tactical defense strategy for encounters (basically, door fights where they make the critters come to them.) I figure they'll probably barricade the approaches to the keep and try to fight from defensive positions. I intend to flank the living crap out of them and turn that strategy on it's head. What I'm looking for are sweet ideas for spicing up urban combat encounters. What kinds of terrain, effects, gimmicks or other nastiness can I include to really pump this fight up. I'm going to hit them with a lot of critters in waves and give them some city guards as reinforcements. The tactical map is going to be large - about 40x50 squares - with lots of buildings, streets, and alleys to provide flanking opportunities. Sorry for being so long - I really want to hit this one out of the park to wrap up Rivenroar. Thanks for any help! Dave |
| #2gargs454Mar 26, 2010 17:13:45 | Innocent bystanders is the first thing that comes to mind. Timing on it might be an issue since naturally the guard would start to clear people out once they learn of an incoming attack, but you can still have plenty of human rabble around. Merchant carts/booths can be overturned creating cover/difficult terrain. Landings on buildings (i.e. stairways up to a balcony) can provide places for ranged attackers to fight from. Have some of Sinruth's forces entering buildings/homes etc. to terrorize more villagers and to give the PCs a quandry: "Do we save the villagers and risk the council members?" Furthermore, spread the council members out. Perhaps they are all at home and are in the process of being relocated to a secure location when the attack begins. This creates a roving battlefield that also divides the PCs attention. Again they have to try to decide who to save. Let us know how this works because it sounds really cool and should make for an awesome encounter. |
| #3nyteskieMar 27, 2010 22:17:38 | Good ideas all - you could also add a couple of mini skill challenges designed in such a way that your players can effectively cut off avenues of attack and funnel enemies into pre-designated killing fields. You can make the challenges a dangerous undertaking, but rewarding enough that the PCs are willing to leave their defensive positions to close off their flank. Other than that, check in DMG 2 for interesting terrain ideas. |