Siege of Alfort (Morgansfort): Tower Defense Style – Prep Work Part 2, Scripting the Scenario

To make this Tower Defense style scenario work, I need to come up with a basic script for the battle, including the strategies of the NPCs invovled, to faciliate the overall flow of the encounter.

For ease of play, all monsters share initiative and take their turn first, followed by defenders ranged attacks, then the PCs’ actions.

“Zones”
1 Main Gate
2 Behind Main Gate
3 Below Tower 2
4 In Front of the Stables
5 In Front of the Bank
6 In front of the Chapel
7 Beyond the Chapel
8 Between the walls
9 The Green
10 The Keep

I’m renaming the towers to make it easier to follow.
“Towers”
1 – Tower 18
2 – Wall between Tower 18 and Main Gate Main Gate Tower
3 – Main Gate Tower
4 – Wall behind Main Gate Tower
5 – Wall between Main Gate and Tower 2
6 – Tower 2
7 – Wall between Towers 16 and 2
8 – Tower 16
9 – Wall between Tower 22 and 19
10 – Tower 19

Important note: “Towers” may or may not hold their fire against skeletal or aetherial undead; regardless, their attacks have no effect. Special rules will be described later for ‘special’ undead (including leaders), who MUST be fought by the PCs.
Phase 0:
The enemy army approaches; this gives PCs and the south towers opportunities to fire on enemy mobs.
Phase 1:
Someone has answered the Call of Caelden, and, betraying the garrison, lowers the gate.

Ranged attacks from south wall concentrate on gate & road.

Phase ends when 8 HP of monsters enter area 1.
Phase 2:
Undead focus efforts on entering area 1 and moving beyond to zone 2.

Towers:
1 – moves 4 to 2; after 3 rounds, targets road.
2 – moves 2 to 4; after 3 rounds, targets monsters entering zone 2.
3 – pours oil down murder holes 2 rounds, fires through on enemies below or on road.
4 – targets zone 2
5 – targets road

Phase ends when zone 2 is overrun.

Phase 3:
Undead move along course toward Zone 3 under Tower 6.

Towers:
2 – targets road
3 – Priorety: murder holes, zone 2, then road.
4 – targets zone 2
5 – targets zone 2
6 – moves all to 7, holds until phase 4

Phase ends when zone 3 is overrun.

Phase 4:
Undead move toward zone 4. Garrison has built blockades in front of where Taramedes house stood.

Towers:
2 – targets road
3 – Priorety: murder holes, zone 2, then road.
4 – targets zone 2
5 – targets zone 3
7 – targets monsters moving from zone 3 to zone 4

Phase ends when zone 4 is overrun.

Phase 5:
Undead have overrun zone 4.

1 out of every 2 HD of monsters will enter the stable (area 3). After 8 HD have entered the stable, from east door, they will emerge from west door. All animals & npcs in the stable will have been eliminated, and the stable will begin to burn.

Other monsters will continue moving toward Zone 5

Towers:
2 – Targets road
3 – Priorety: murder holes, zone 2, then road.
4 – targets zone 2
5 – targets zone 3
7 – targets zone 4

Phase ends when zone 5 is overrun.

Phase 6:
Monsters have access to the east plaza area. Garrison has attempted to blockade the chapel street, zone 6.

Monsters will move towards any accessible buildings. 4HD worth of monsters will destroy buildings they enter; unlike encountering “garrison”, this does not eliminate the monsters.

Destroying these buildings will be a priorety (except in my campaign, the building designated as the residence of the villain).

After these buildings are destroyed, monsters will focus on zone 6, the alley in front of the chapel.

Towers:
2 – Targets road
3 – Priorety: murder holes, zone 2, then road.
4 – targets zone 2
5 – targets zone 3
7 – targets zone 4
8 – targets zone 5

Phase ends when three buildings are destroyed.

Phase 7:
Monsters attack zone 6. Towers begin to route.

Towers:
2 – Targets road
3 – Begin moving toward Tower 9, arrives in 12 rounds.
4 – Are killed
5 – Are killed
7 – Begins moving towards Tower 9, arrives in 12 rounds.
8 – Begins moving towards Tower 9, arrives in 11 rounds.

Phase ends once Zone 7 is overrun.

Phase 8:
Once zone 6 is overrun, monsters with more than 2 HD will enter the chapel. Other monsters will attack Zone 7

Towers: tower units that are able will shoot at targets of opportunity while moving towards Tower 10.

Phase 8 ends when 10 HD of monsters enter chapel and Zone 7 is overrun.

Phase 9:
Monsters attack Zone 8.

Towers:
Towers 9 & 10 will attack monsters in zone 7.

Phase 9 ends when monsters overrun zone 8.

Phase 10:
Monsters attack zone 9.

Tower 10 attacks targets of opportunity.

Phase ends when monsters overrun zone 9.

Survivors may escape via tunnels to somewhere Northwest of the fort along the coast.

Next time:
Figuring the monster hordes and possible Win conditions for the heroes.  (Important to note, that if things get past phase 5, the battle should be, for most intents and purposes, lost, and hopefully the heroes will realize this.  Then again, heroes love fighting to the bitter end.)

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