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Climactic encounter idea for a city under siege? [Jun. 22nd, 2010|07:05 am]
Dungeons & Dragons 4th Edition

dnd4e

[highbulp]
I'm trying to plan out a climactic (combat) encounter for my next D&D session--something that will wrap up a story arc, and end with a bang for a player who is leaving. The players are Level 12, so I need something suitably epic.

Currently the PCs are heading back towards a hostile Orcish city in an attempts to return to their ship and escape the area. But the city is about to be attacked by an army of Giants, led by one who is carrying a McGuffin they've been interested in. I've planned out a good climax if they go to fight off the Giants, killing their leader and saving the city and such.

But I want to have an idea for if the PCs decide to try and actively avoid the fighting, sneaking through the attacked city in order to get out in the confusion. I don't want to just move the Giant general fight to the PCs if they attempt to go around the battle, but I still feel like I want some kind of big fight to end the story arc.

Any ideas? What kind of big fight do you have for a group of low-paragon characters who are trying to return to their ship in the harbor outside a city under siege? (the city is being attack from land, so away from the harbor)
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Comments:
[User Picture]From: archmage45
2010-06-22 02:46 pm (UTC)
Is there any reason for the Giants to seek out the PCs? Maybe the Giants have some sea going allies who'll attack the ship, stalling the PCs till the Giants arrive?
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[User Picture]From: highbulp
2010-06-22 03:50 pm (UTC)
I could probably make up a reason for the Giants to seek out the PCs, but they'd have to get through the Orc army first (and the Orc army is top-notch in this world). So that might feel a little forced. The idea was a kind of "stuck in the middle of a war" episode for the characters.

The Giants could potentially also attack by sea; see response below.
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[User Picture]From: archmage45
2010-06-22 07:24 pm (UTC)
Presuming that your giants are elemental chaos creatures like they're described in 4e, there isn't any reason that they couldn't call forth/summon/pay off some further elemental assistance to block the port.

I'm thinking some reskinned Balhannoths with some kuo-toa?
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