Story :
The city wall that protects Cove has become severely damaged due to erosion and decay. The Royal Guard is to protect the Carpenters and Tinkers while they do their foundation repairs, otherwise the city defensesl will become too unstable to drive off the criminals and murderers that roam the land. They estimate they only need 20-30 minutes to complete repairs.
EM Setup :
Archimedes the Old in Trammel will coordinate the Royal Guard to Felucca and
assign their task/duties
Julious Dryden the Wanted will coordinate the "Scum" that wants Cove
to fall into Anarchy
The TRAMMEL broadcast will be "The Royal Guard is needed in Felucca to Protect the City of Cove! Meet at the Castle!" When the players arrive in Trammel, Archimedes will hopefully see a few of the Royal Guard that are always around, he will inform them the story that the Repair work must finish at Cove, or the city will fall into Anarchy. All those willing to defend must work TOGETHER to survive, as he expects the scum of the land to come and force Cove to fall. Ressurectors will remain in the room they will gate into - Mages and Archers should stay right outside the room, and warriors and tamers need to go to the front line.
The FELUCCA broadcast will be "The City of Cove is Vulnerable! All those that desire Anarchy meet Julious Dryden in Cove!". The EM "Julious Dryden" will wait at the city gates, and tell them that the Royal Guard was summoned to protect the workers finishing foundation repair, and when enough gather they will proceed to the Guard Tower to the south in the city to teleport down at the Red Starting Point.
GM Setup:
Cove Guards Turned Off
2282 1224 0 F : A teleporter (Trap Door looking) here goes to 6118 352 -22 in the Dungeon and is made permanent for the entire event.
A: Red start point is 6118 352 -22. The room has static chest, they are fine there.
6105 340 0 : Remove Static Chest
B 6096 363 0 : Put the Controller Puzzle on these doors. This allows the reds to bottleneck and gather and scare the blues a bit.
C : Add random floor traps all over, Poison, Sawblade, Fire. This IS our stronghold afterall.
E : Barricades are needed to be chopped with an Axe. There are a few tiles they can be attacked from the right side of the wall, but vice versa.
D: A row of more Puzzle Walls. Players can NOT be able to target each other from either side. Nothing like more suspense to the blues on impending battle. At the top of the stairs on the right, players have a small area they can throw down BS, EV, and Field spells. This is where the Black Robes can encourage the blues to heal their fellow brethren before they heal themselves and always resurrect a player when possible, etc etc. Once the wall goes down, all hell will break loose.
F: This door at end of hallway to the west will remain unopenable for a predetermined amount of time. GM Zilo will be "The Gate Keeper" or whatever, who will announce how many minutes are left counting down. Whowever holds the area at this time can rush the room and exit to a safe place in Felucca.
G. Remove Static Chest. This room can be a designated Healing and Recouperation room. Lots of Large Wooden Logs are along the east wall and on floor, and water puddles all over. 10 NPC Carpenter/Tinkers are here and vulnerable, they must survive if Royal Guard to win.
H. RED Moongate will lead to Felucca COVE : 2210 1112 20 F
BLUE moongate leads back to Castle Trammel.
If the Royal Guard wins, we can pass out Royal Guard boots to those that spent most of their time healing and ressing and exceptionally fighing
If the Reds Win, Guard Zone to remain off for period of a Month. Zilo locks down Fire Field Graphics all over the houses' roofs, water tiles are spread all over the foundation and 'rubble' is locked down on both sides to show extensive foundation repair.