Breaking the Siege

Post/Author/DateTimePost
#1

zuzuangel

Nov 27, 2010 21:44:06

I'm looking for some input on an upcoming adventure I'm planning for my homebrew game. I'm looking for tips on the skill challenge stuff, since I've never been fully comfortable with building them.


 


Spoiler warning: if you are in the OTG Thursday night game, don't read this (You know who you are, Wraith) Tongue out



Overview

After a heroic tier of defeating subterfuge from an enemy empire and completing the quest to retrieve the holy artifact to save the city, the party returns to find their beloved city under siege. The party will be level 11 by this point, so this will be their first paragon teir adventure. The start of it will be to break the siege on the city by acting as a sort of commando force.


As you approach Faelur, the road is choked with feeling refugees. When questioned they all report the siege of Faelur by an army of undead creatures and their allies.


As the party approaches, smoke can be seen rising from the city. The city walls are battered and partially crumbed in places, shored up by hastily constructed barricades.


The party slips into the city, either by stealth or after a combat encounter with a patrol enforcing the siege.


Once inside, the party learns of the dire situation. The city guard is badly depleted and barely able to hold the attackers at bay. Each night the attacks come with hundreds of zombies and skeletons attempting to scale the walls. In addition, a group of hill giants batter the walls with boulders attempting to breech the walls, which they have succeeded in doing on a few occasions resulting in heavy losses to the city guard as the undead streamed inside. No matter how many undead they kill each night, the bodies are dragged away and reanimated, fresh for the next night's assault.


The guard captain asks the party to uncover the location of the animation ritual and put a stop to it. (Track down the Animators) Unfortunately, there are numerous camps with reanimators, and although this is a setback, it is not enough to break the siege.


Once they succeed in that (or in conjunction with that) the guard captains asks the party to try to demoralize the enemy by killing some of the hill giants (Ambush the Hill Giants)


With the attacks on the city eased, the guard captain suggests a raid on the leadership itself. The party should capture an enemy officer and interrogate him to find the headquarters and conduct a raid on the leadership of the enemy army. (Off With Their Head)


#2

theapokalypseshovel

Nov 28, 2010 6:02:56
First off, please learn to use the spoiler tag. Just put the stuff you don't want your players to see inside brackets with the word spoiler and end it with /spoiler. You could also do it for your skill challenges so it would be easier to read. Anyways, on to the meat!
The guard captain asks the party to uncover the location of the animation ritual and put a stop to it. (Track down the Animators) Unfortunately, there are numerous camps with reanimators, and although this is a setback, it is not enough to break the siege.

Once they succeed in that (or in conjunction with that) the guard captains asks the party to try to demoralize the enemy by killing some of the hill giants (Ambush the Hill Giants)


With the attacks on the city eased, the guard captain suggests a raid on the leadership itself. The party should capture an enemy officer and interrogate him to find the headquarters and conduct a raid on the leadership of the enemy army. (Off With Their Head)


So far so good, but I would be prepared to have them attempt an attack on the leadership before the other two. If it comes up, I might throw an attack on the city by either the hillgiants or the undead, just to drive home the urgency of the matter. 


Track down the Animators

Skill challenge Level 11 Complexity 2 (6 success before 3 failure) 1200 xp


In each “round” each player can make one check in addition to the group stealth check.
Stealth: (DC 16) required each “round”
Group check. The party evades the patrols. At least members of the party must make the check or the party is spotted by a mercenary patrol. Tactical encounter on failure.


Perception: (DC: 16)
The party looks for tracks to see which way the bodies were taken


History or Religion: (DC: 19) The player recalls local graveyards that may be potential sites for the animation of the dead.


Nature: (DC: 16) The player detects disturbances in the natural order that indicates nearby necromantic activity. (undead squirrel in the tress accidentally raised by the mass animation or maybe just the fleeing of local creatures as the undead meander around.)


Arcana: (DC: 16) You sense magical energy nearby and attune to it. You lead the party towards the source of the magic.


 


Success: The party approaches undetected and gains surprise on the summoners.


Failure: The summoners have been alerted and have called for reinforcements.



Solid. I'm assuming that at least 2 of the party or 1/3 must be making the stealth check, but this is a pretty good one. I would throw in the possibility of a tactical patrol knowing some information if they are interrogated and that could also count towards the success. 



Ambush the Hill Giants


The guard captain also asks that the party attempt to demoralize the attacking army by killing some of the hill giants.


#3

zuzuangel

Nov 28, 2010 19:13:12
Thanks for the feedback, all good ideas for me to use.