A call back to the old King of the Monolith game that appeared way back when this is just like that but with a twist!
To “reclaim the ruins” you must first defeat who ever currently has reclaimed it, you do this by curb stomping whatever they have left to guard the ruins whether it be themselves or literally an entire army of Serpanti.
The twist however is that this is a team effort, you just choose which faction you are fighting for. This means that you can’t have two folks affiliated with say Magmar fighting over the ruins! The instead you can help out whoever has reclaimed the ruins by reinforcing their defenses (yes you have to defend your claim).
Be sure to make your conquests interesting and set up your defenses after reclaiming the ruins.
The Ruins: It is a Three Story tall building with twenty-five rooms on the first floor, thirteen on the second and seven on the third. The Ruins also have two levels of catacombs with a vault on the bottom level, this is the goal. The catacombs are maze like and have several choke points and 90 degree angle corners and is generally low lit save for the occasional torch. The Vault on the bottom level is magically sealed and can not be simply opened (more on this later). The exterior of the Ruins is quite simple, there is an entrance with the doors currently unhinged, well more like blown to ribbons and confetti, a rather spacious courtyard with an incline going towards the entrance making the Ruins situated uphill, to the left of the courtyard is a rather tall stone tower that is two stories higher than the Ruins, the fourth story on the tower has a part of the wall missing from either time or a pervious battle but the tower is still stable. Towards the entrance to the courtyard is a pair of smaller towers similar to the larger one, well one of them is anyways as one of the pair is nothing but rubble.
Rules:
- You can not destroy the ruins or the large tower.
- You can not open the Vault, it will be opened after the game is done
- People affiliated with the same faction can not fight each other for the Ruins, because that wouldn’t make any sense
- People affiliated with the same faction can instead reinforce whoever has Reclaimed the Ruins by supplying additional defenders, defenses or both
- No Alliances with other factions. I.e. Lyonar and Songhai can’t team up, same for the other factions.
- The game will end on Sunday and the Vault will be opened then, a Poll will be started to declare the winning faction that will end on Monday. The two choices for winners will be the last defender of the Ruins and the last person to attack the Ruins. (Basically everyone’s voting to see who came up with a better narrative for the defenses or the siege)
To set the tone:
Here stand these ancient and broken ruins. Inside is a vault containing an unknown treasure. However, the door is magically sealed and is impossible to open until a specific circumstance is met. A figure stands upon a plateau overlooking the ruins. He notices that currently a band of mercenaries have laid claim to the ruins and the treasures with in. In the large tower a pair of Fire Spitters sit perched by the hole in the tower’s fourth story looking out on to the courtyard where a legion of Primus Fists are spread throughout the courtyard separated into several squads each led by an Emerald Rejuvenator. Towards the center of the camp the figure notes a small fortification with a number of Healing Mystics and Azure Heralds setting up tents and putting coverings over various crates that probably hold various medicines, it is obviously some form of a hospital. At the entrance of the courtyard over twenty Primus Shieldmasters stand in line with several Vale Hunters positioned behind them forming a Phalanx. In the tower near the Phalanx is a lone Arrow Whistler that stands sentry overlooking his allies below. At the entrance to the ruins where massive stone doors once stood is a pair of Sworn Defenders and a single Cryptographer, they appear to be discussing something. The figure places his left hand upon his chin as if stroking an imaginary beard. As he does this his cloak no longer covers his left arm revealing it is made of stone and sand. He ponders as to what defenders dwell inside the ruins. As he ponders this a loud noise echoes from the bowels of the ruins. The figure mutters something about the mercenaries probably trying to use a Boulder Breacher to drill into something. The figure also guesses that the interior of the ruins is garrisoned by a similar flavor of soldiers, probably a couple platoons of those Primus Fists inside, no Vale Hunters though, the ruins interior is probably cramped and meant for close quarters fighting. Movement along the exterior wall of the ruins catches the figure’s eye and interrupts his train of thought. “Silhouette Tracers, an interesting choice” the figure thinks to himself. As he finishes this thought a gust of wind blows his cloak away revealing a pair of azure blue eyes peering through a white mask. A man clad in sandshield with an odd weapon at his hip stares at his cloak as it is carried away by the wind. He mutters something about it being a gift and begins to follow it away from the ruins. He sighs while pursuing his cloak and simply says he’ll have to remind himself to warn Brother Col about the Silhouette Tracers after he reclaims his cloak.
The Ruins stand claimed by a band of mercenaries. Who will reclaim The Ruins and reap the rewards of the sealed vault?











