Post by Wolfe on Jul 6, 2020 19:30:37 GMT -5
Name: Liberation of Kerch
Scenario Rank: Varied. Encounters are between Beginner and Junior+ in difficulty.
Death Enabled: Yes
Number of Characters Supported: Any
Scenario Overview:
Three days ago, the coastal city of Kerch was invaded in Northern Mistral by a group of several hundred men in military-style garb in the dead of night. They attacked with ships, and blasted their cannons towards the city without preamble or warning.
A survivor managed to escape the chaos and made it to Argus, calling for help. Argus itself is recovering from a recent Grimm attack and does not have enough resources to provide assistance, and is understandably worried that they might be next and have locked down the city. We do not know exact numbers, but know that the enemies number in the hundreds. They have at least one war ship in their employ, and the scouting done by Argus has shown that they have been shelling the city constantly since their arrival.
Class Blue went south after the Vytal Festival on a series of missions related to clearing out some growing Grimm infestations, and have not returned yet. The Mistral Council has put out a bounty on the leader of the invaders numbering in the hundreds of thousands of lien, in addition to everything captured from the invaders being the personal property of whoever took it from them. This caused rumblings of swarms of opportunists and bounty hunters to take up the cause, but that has been more myth than reality by this point due to the inherent danger of the act.
Haven Specific: Originally, the Headmaster ordered that under no circumstances would a trainee be allowed to go to Kerch. The Mistral Council released an official statement hours later calling for Haven to take the lead in recapturing the city, despite the lack of intelligence on what was happening and what the capabilities of the enemy were. Faculty were otherwise tied up, so the trainees would take the train to Argus and given off-road vehicles to make the rest of the journey. They were to go in groups of four at the minimum, and were encouraged to bring much more than that.
Asche Specific: The prize money is one thing, but the military-grade equipment and weaponry was another. Even if it was older style parts, they were still extremely valuable given that most things like ship-grade cannons or mechanized armored vehicles were illegal for civilian use in the capital. Being able to acquire these things opened up options to either sell or use these, and the bounty money was certainly a large incentive as well.
OOC: This event will be similar in style to the midterms event, except that information is not handed out at the beginning but rather distributed through play depending on chance and what players do. Choose your route into the city, and each district has a number of different events that can trigger like prompts that give you more of an idea of what you're up against. Thread names must have the district in which they are set, like "[The Hook] Thread Name" or any variation. This is so that you can ask to get an event to trigger, which takes the form of a writing prompt about what you run into.
You cannot start inside the city, and must go through at least one event trigger minimum before making it inside. Whiterock, East Gate, Snowplace, and The Hook all have roads leading inland. The Hook and Snowplace are going to be the most used, as the settlement is on the northern end of Mistral and thus those two districts are the direct line from Argus. Make clear which road you're taking to enter the area, because some of them have road-specific encounters as well! Characters will arrive to the city either on foot or in a civilian off-road vehicle of their choice with zero combat capabilities.
Events can be triggered in the same or different threads, but one must be completed before moving inside the city, and another one for each district passed after that. Stat blocks will be provided as enemies are encountered, and they range from Beginner to Junior+ level threats collectively. It is strongly recommended that characters travel in groups and coordinate with others, because it is very possible to be left in a very bad place all alone.
This is a double XP event, and is Death Enabled. If the enemy commander is neutralized before the end of the event, everyone involved in the event will receive one event point. Players are responsible for running their own combats and encounters with NPCs. The majority of encounters will be hostile, but there are occasional one time encounters that one group might trigger in certain places where you may be able to get potential allies to give you some form of assistance. Double XP will be present from July until September 8th, and the EP must be claimed by then as well.
If not engaged by this time, the enemy commander will get away and the destruction of the town will very likely be complete rather than partial. All characters additionally get one use of any type of dust and one use of any type of dust except for hard light for this event.
Scenario Rank: Varied. Encounters are between Beginner and Junior+ in difficulty.
Death Enabled: Yes
Number of Characters Supported: Any
Scenario Overview:
Three days ago, the coastal city of Kerch was invaded in Northern Mistral by a group of several hundred men in military-style garb in the dead of night. They attacked with ships, and blasted their cannons towards the city without preamble or warning.
A survivor managed to escape the chaos and made it to Argus, calling for help. Argus itself is recovering from a recent Grimm attack and does not have enough resources to provide assistance, and is understandably worried that they might be next and have locked down the city. We do not know exact numbers, but know that the enemies number in the hundreds. They have at least one war ship in their employ, and the scouting done by Argus has shown that they have been shelling the city constantly since their arrival.
Class Blue went south after the Vytal Festival on a series of missions related to clearing out some growing Grimm infestations, and have not returned yet. The Mistral Council has put out a bounty on the leader of the invaders numbering in the hundreds of thousands of lien, in addition to everything captured from the invaders being the personal property of whoever took it from them. This caused rumblings of swarms of opportunists and bounty hunters to take up the cause, but that has been more myth than reality by this point due to the inherent danger of the act.
Haven Specific: Originally, the Headmaster ordered that under no circumstances would a trainee be allowed to go to Kerch. The Mistral Council released an official statement hours later calling for Haven to take the lead in recapturing the city, despite the lack of intelligence on what was happening and what the capabilities of the enemy were. Faculty were otherwise tied up, so the trainees would take the train to Argus and given off-road vehicles to make the rest of the journey. They were to go in groups of four at the minimum, and were encouraged to bring much more than that.
Asche Specific: The prize money is one thing, but the military-grade equipment and weaponry was another. Even if it was older style parts, they were still extremely valuable given that most things like ship-grade cannons or mechanized armored vehicles were illegal for civilian use in the capital. Being able to acquire these things opened up options to either sell or use these, and the bounty money was certainly a large incentive as well.
OOC: This event will be similar in style to the midterms event, except that information is not handed out at the beginning but rather distributed through play depending on chance and what players do. Choose your route into the city, and each district has a number of different events that can trigger like prompts that give you more of an idea of what you're up against. Thread names must have the district in which they are set, like "[The Hook] Thread Name" or any variation. This is so that you can ask to get an event to trigger, which takes the form of a writing prompt about what you run into.
You cannot start inside the city, and must go through at least one event trigger minimum before making it inside. Whiterock, East Gate, Snowplace, and The Hook all have roads leading inland. The Hook and Snowplace are going to be the most used, as the settlement is on the northern end of Mistral and thus those two districts are the direct line from Argus. Make clear which road you're taking to enter the area, because some of them have road-specific encounters as well! Characters will arrive to the city either on foot or in a civilian off-road vehicle of their choice with zero combat capabilities.
Events can be triggered in the same or different threads, but one must be completed before moving inside the city, and another one for each district passed after that. Stat blocks will be provided as enemies are encountered, and they range from Beginner to Junior+ level threats collectively. It is strongly recommended that characters travel in groups and coordinate with others, because it is very possible to be left in a very bad place all alone.
This is a double XP event, and is Death Enabled. If the enemy commander is neutralized before the end of the event, everyone involved in the event will receive one event point. Players are responsible for running their own combats and encounters with NPCs. The majority of encounters will be hostile, but there are occasional one time encounters that one group might trigger in certain places where you may be able to get potential allies to give you some form of assistance. Double XP will be present from July until September 8th, and the EP must be claimed by then as well.
If not engaged by this time, the enemy commander will get away and the destruction of the town will very likely be complete rather than partial. All characters additionally get one use of any type of dust and one use of any type of dust except for hard light for this event.