Battle for the Crown of Irongate

The culmination of our nightmares lies out there Irongate. It is here, it won't go away, it won't stop, yield, or be moved. This is it. We're at our lowest of the low on the eve of a battle that will determine the fate of Irongate and possibly the Kingdom. We are the bastion of stone, iron, and muscle that guards passage through the Bewitching Basin to Evermore Hollow, Stormwatch and Raven's Cross. We shall hold strong, if only because there is simply no other option. Look at the faces of everyone here, and pray to your gods that you will all still see daylight after the dark if you are slain here.

Now.

Let us talk of our options. We can let that monstrosity go unhindered into this whole thing and possibly die horribly at the hands of that monstrosity out there. Or - I have another idea.

In a cavern to the west of here, on the edge of Merryglade lies FANTASTICAL creatures. They walk on two legs like humans but they're scaly like lizards. Lizardfolk, lizardmen, whatever you want to call them. It has been known to me for some time that a peculiar item lies within this cave. It was a radiant stone mined by the dwarves of Dor'Ungol Deep. This radiant stone is what gives these natural jungle dwellers adequate heat and light for this climate. In those attributes therein lies an uncanny ability to TURN the undeath that Illnor can summon. His zombies and undead will FLEE from the light, and the warmth this stone casts. Also with a proper channeling spell and the aid of our wizards. I should be able to cast a spell of banishment that would rip these creatures from this very plane of existence. This would take time though, so you would have to fare well enough to fight off this menace. Retrieve this radiant stone and you shall not only turn the undead, but turn the tide for the oncoming siege.

There also, may, uh, under strictly full disclosure, be a creature known as "Kal'Cha" that these things worship as a god. I'm sure whatever it is, it's of little consequence. This is honestly our best hope - so please, for your king, let us make haste - MOVE!

Rules

Select a Monster Leader.

The members of the Player team from last week have first dibs on monster slots. Volunteers will be called first for the monster team to try to fill it.

Select a Party Leader.

The members of the Monster team from last week have first dibs on party slots.

After this, the leaders will select monsters and players appropriately.

Lives: 4 lives per Party Member.

Clarification: If someone is to die, but has NOT used their Respawn from a spawn location, they do not use a life yet.

Ex: You have 3 lives, you die, but are ressurected. You still have 3 lives.

Ex: You have 3 lives, you die, and decide to respawn at the end of an encounter or at the spawn point during the siege. You have 2 lives.

Refreshes: 1, Before the siege.

Note: I kept playing with the idea of adding unlimited lives to the siege, but decided against it due to wanting all the scenarios to factor into the entire game.

Scenario 1: The Cavern of Kal'Cha

You make your way west of Irongate, heading along the Trade Way. You stop for nothing, not even sleep in this desperate situation you find yourselves in. After some time traveling you break away from the path to descend into an enchanted forest. Pushing past the brush you come upon the cavern Rylorn spoke of. Here on the edge of Merryglade you find it. Several lizardmen can be seen inside surrounding a large magnificent beast, tall and imposing. You haven't been spotted yet but if you move any closer, or you're loud enough to be heard you will be. You're about 50 feet away from the cavern. Inside the cavern it gleams! The crystal!

The Radiant Crystal is shining inside Kal'Cha's cave.

Objectives

A player needs to obtain the crystal, and get out of the area alive to clear this scenario.

This can be accomplished by killing all the Lizardmen and Kal'Cha the Razorfang, or by simply grabbing the crystal and running to the exit.

The monsters can win by slaying all of the players and leaving them with 0 lives, or by protecting the crystal.

Other Rules

Once all the players have crossed the marker for 50 feet, or if they're being sufficiently loud while talking, the reeve will call "INTRUDERS!" at which point the monster team will be allowed to move and attack.

If all the monsters are slain, the slayer of the Kal'Cha will be possibly allowed a magic item made from his hide on a different quest if it gets approved by the monarch of the park. (Thinking enchanted hide, or some sort of warding enchantment for classes who naturally don't have armor.)

After the first death, the party can also choose not to do this scenario.

The radiant crystal will provide a "Turn Undead" ability as per the example quest ability listed in the manual. This ability forces undead minions to run up to 50 feet away for up to 2 minutes from the player holding the crystal. (only works on Illnor's zombies, doesn't work on Illnor himself as he's technically "Humanoid")

Scenario 2: Siege of Irongate

Outside the austere walls of Irongate lies the army of Illnor. He has lost the goblin army of Edgewood Forest under the command of Mucktoe to Tanis's party. But he has since bewitched the orcs of Tuskengore to his command. Tuskengore - A hardy line of orcs with steel and brawn lies outside the walls to collide with our iron and muscle. They have orders to take the King, dead or alive for nefarious purposes. They scream and pound their chest. A powerful enemy lies beyond the gates.

Objectives

The monster team's objective is to take KING Uther Retheu Ironfist. They can do so by slaying Uther and declaring "Dragging" and touching him to allow Uther to move with them in a walk to a marker outside the castle walls. If the monster or player is over 5 feet away or is being attacked, Uther stops being "dragged".

They can also win by slaying all of the Party Member's team and leaving them with 0 lives.

The Party Member's can win by slaying all of the monsters and would move on to Scenario 3.

They can also win by holding the castle for 5 minutes, which allows them to move on to Scenario 3.

Other Rules

Every 2 minutes, all of the Party Members with lives can respawn inside the area marked "Temple". The reeve should call this out.

If all party members die, the game goes into a time out and the full party is allowed to respawn at the benches all at once to resume play.

King Uther can respawn only if a Party Member drags him to the area marked Temple via the Temple rules listed above. Otherwise he's stuck in place with his death.

Players and Monsters cannot cross the lines marked on the ground. These are WALLS.

Scenario 3: Siege of Irongate, pt. 2

Illnor the Eternal Death has made his appearance outside the walls. He is flanked on both sides by his army of undead. He begins to speak. "Surrender - now to me, people of Irongate. You will ALL BOW and SWEAR FEALTY TO ME - YOUR NEW LORD. If you do not adhere to me, I will break down your stubborn pride and make the sky above you like fire, and coat the ground below you with blood. I will destroy your high places, cut down your incense altars and pile your dead bodies on the lifeless form of your KING, UTHER. I will turn your city to ruin, lay waste to your sanctuaries, and take the heads of your idols to adorn my throne. I will give you a minute to decide."

Objectives

The objectives hold from the last scenario.

5 more minutes to hold.

Other Rules

Turn Undead can be used here to drive his zombies away for up to 2 minutes.

If Illnor leaves the area and moves across any sidewalks, he's considered Routed and the players win. This is to deal with him if he starts running away too far during the Turn Undead gem use. (It doesn't affect him but without guards he may run).