| Post/Author/DateTime | Post |
|---|---|
| #1jefgodeskyFeb 02, 2009 11:36:14 | I started my 4E FR campaign before the book came out, so to buy me some time, I put the PC's in a little swamp village that considered itself Cormyrean but fell on the wrong side of the Storm Horns, right next to the Farsea Swamp. They quickly found out that they were in a little pocket world in the Astral Sea, held in place by a tug of war between the batrachi trying to pull it like a wrecking ball right into the Supreme Throne, and some Harper mages hoping to bring it back to Toril. The heroic tier ended with an epic ritual that let them restore their town, surfing it across the Astral Sea, and winding up as a mote on Cormyr's western border. They landed right in the middle of a whole new mess of troubles, with the cold war between Cormyr and Netheril gone hot, and their position making them the critical Cormyrean stronghold in the war. Next session, the Netherese army lays siege to their mote in the climactic battle of the war. But how do you besiege a flying rock? Even for the Netherese, I'm just not sure what kind of strategy they should use. Any ideas? |
| #2Kensan_OniFeb 02, 2009 12:38:34 | General Thoughts: Use a Wraith Army. They generally create more army as they go, they can fly, and they have the advantage that you can't hide from them. Assuming that is undesirable, there is bound to be another Mote that is under Netherese control. Couldn't they just use some arcane ritual to move it? Two giant floating landmasses crashing into each other, armies on the ledges ready to jump and repel boarders. It's like a Swashbuckling Epic... on a Huge Scale. There is the thought that the Cult of the Dragon could get involved, and raise undead flying drakes to ferry the army over. Doesn't your town have a Teleportation Circle? They just poof in and start performing a seige from the inside out. There is also the Bring In The Umberhulks and Tunnel from Underneath approach. ... All that said, I think you need to think about where you want to go with the game. The PC's are going to be involved in something Important while all the fighting is going on. Decide what that Important thing is, and everything else will fall into place. |
| #3lord_karsusFeb 02, 2009 13:22:04 | But how do you besiege a flying rock? Even for the Netherese, I'm just not sure what kind of strategy they should use. Any ideas? -The same way you besiege a mundane location, except you use Fly, Teleport, Dimension Door, etc. to get up there. |
| #4kerym_ammathFeb 02, 2009 14:10:48 | The preferred method if taking it over is the desired goal would be to have a similar platform to launch the assault from. Without this the ability to focus significant amounts of firepower in any one location to even form a "beachhead" would be extremely limited. Teleportation Rituals are either very high level or in the case of a Teleportation Circle requires knowing the sigils to that particular location. In many instances this might be one of the most secure state secrets, limiting it's utility further. Ultimately the most viable means is big floating rock closes with and attempts to board smaller big rock. |
| #5jefgodeskyFeb 02, 2009 15:57:19 | I was thinking of waiting till the end of the paragon tier before bringing Sakkors right up beside and start mote-to-flying-city combat, but what the hey? Let's go for broke and worry about how I'll top it later! |
| #6kerym_ammathFeb 02, 2009 18:32:40 | You could start with Covert Op style attacks. Sneak in a party enemy combatants under the guise of friends, sabotage the grain storage. Spike the well, release some plague on the unsuspecting mote dwellers. That could always be a fun cat and mouse game. |
| #7blackmasqueFeb 02, 2009 19:46:11 | Its main advantage is that it floats. Best way to deal with that? Stop it from floating! I've already made up a spell for that. It is the reverse (like in 2e) of the Raise Mote ability. |
| #8jefgodeskyFeb 03, 2009 17:00:54 | Its main advantage is that it floats. Best way to deal with that? Stop it from floating! I've already made up a spell for that. It is the reverse (like in 2e) of the Raise Mote ability. Oh, I like that idea! |
| #9lord_karsusFeb 04, 2009 9:00:40 | -In theory, a Dispel Magic should do. The DC for pulling that off should be pretty high, but... |
| #10ImruphelFeb 07, 2009 7:54:27 | @OP: Thanks for posting. That sounds like a great way to start (and run) a campaign! Hope you post more in due course. |
| #11overworkeddmFeb 13, 2009 19:08:18 | For starters, you could have the Netherese bring in their own floating city, Sakkors, and go from there. Barring that, you could have the Shadovar make largescale bombing runs WWII style, with shade wizards mounted on veserabs, this also opens up the possibility for shadovar para-troopers. Also, you could take advantage of Telamonts pet blue dracolich and his whole brood. Not to mention shadovar troops natural ability to dimensionally travel through the shadows. |
| #12lady_rolindinFeb 13, 2009 22:34:20 | Actualy if you had some of the characters or orthers go check out the botton of the Shadovar city, they would notice that there are caves. From the books where the the dragon litch and others got into the flying city. The caves are guarded by the Shadovars though, so you know to expect a fight by the Shadovars. other proublems would be first: flying up to the city bu spell or magic device. second: fighting the bat riders that patrol around the flying city. and the Shadovars could use the bat riders to do the bomb attacks as suggested. |