Title: Some Event Ideas (Add your own!) Post by: Linaeus on April 26, 2010, 07:48:42 am Spicing Up Patrols Braaaiinnsss: A lone zombie wanders too far from the graveyard, stumbling upon a hapless civilian on the outskirts of town. It attacks him, and is in the process of eating him when a patrol shows up, killing the zombie. They go to check the dead man, only to discover that he, too, has become a zombie! He is also dismembered, and the Church or Command is alerted. The bodies are burnt and a prayer said, then the patrol sets out for the Graveyard or Covetous to thin the Undead's numbers to cut down on the threat to the local townspeople. Seal the Hatches: A fierce storm whips Cove overnight, wreaking havoc on shipping. It is decided that a patrol of the coast should be done, and a good thing it is! A ship, with one or two stranded fishermen, is discovered amidst some wreckage just offshore. The patrol organizes a rescue effort, braving high seas and the heaving, tangled rigging to bring them safely ashore. The patrol then carries on down the coast, recovering some cargo. Nothin' But Whores and Pickpockets: The crime rate in Covetowne is skyrocketing! A patrol of Guardsmen is dispatched to the Dock district to have a look around. They discover a few criminals, and distribute the appropriate punishments. Cattle Rustlers: Someone's been stealing cows from the farms up in Altmere in the middle of the night, when the farmers are asleep. A patrol is dispatched to ask around for evidence. They catch one of the criminals in the act! Sensitive Cargo: Oh hell! That secret dispatch detailing Cove's plans for a defensive network on the border with Templewood were on that ship that just ran aground in New Hope! We'd rather not tell them what it is, but we -need- to gain access to that wreckage. The Army is dispatched, disguised as members of the Britannian Guards, to retrieve it. Local forces in New Hope may be alerted if ensuing hilarity is desired. A variation of this is if a Covian Official or Dangerous Criminal was aboard, and we want to recover them without raising suspicions or drawing attention. Travelling Circus: Some local drunkards have found themselves an interesting spectacle. They're parading it about town, having it put on a show. The Patrols happens upon this, and decides to...eh..."guard" the show, entertaining themselves for the evening with the men's antics. Spicing up Trainings Oh, I'm sorry, was that your arm?: Oh for crying out loud. Watchman Jimbob got a bit overzealous practicing his new stab-in-the-face techniques, and there goes Recruit Jebidiah's leg. I guess we'll just have to... ...make an impromptu lesson in first aid out of it. Uphill, In The Rain, BOTH WAYS: Recruits today! Feh! Gettin' soft in the head -and- the gut, the lousy bunch of knee-biting pieces of-...ah, well, you get the idea. I reckon we'll just have to show 'em how we did it in the old days. We'll go to town, get some low-end vendor gear, and set out for a trek across some Avatar-forsaken den of demons. Those who survive'll come out as -real- men! The rest, well, 'nine of ten'. Teach 'em how to work together proper like, so it will. Business End: The bloody Recruits keep stabbing themselves in the faces. This ain't exactly what we call 'proper procedure'. Do a bit of research, give 'em a rundown on the history and proper methods of using certain weapons. What effect does hitting them with the tip have as opposed to striking nearer to the hilt? Just to get ya'll started. Title: Re: Some Event Ideas (Add your own!) Post by: Linaeus on April 27, 2010, 01:32:00 am Rogue Scout: Get a d-kitted Scout, optionally someone to play a dead or dying Guardsman, and set the stage for a traitorous Scout that's joined the ALF and is harassing patrols and sentries in one of the provinces. A Patrol is dispatched to find and kill them, etc.
Containment: Hurrr. S'good ale. Lead a drunken sentry in someone else's territory, attempting to regulate travel in and out of the region. Make every effort to be as annoying as possible without going so far it's no longer fun. If you're asked OOC to leave, do so. Be courteous with this one. Have your fun, but not in a way that wrecks someone else's day. "Chicken" Fighting: You have ten minutes to find and tame the biggest and best creature you can find. The creatures are then herded into the arena, and a their masters command them in a free for all. Last beastie standing's owner wins. Mages' Mount: Two or more mages repeatedly cast Summon Creature until one gets a Horse. Then, they have to mount it quickly -and- escape without being killed or dismounted to win. Officer Hunt: A Drow Hunt, except it's teamed, and the teams are "Officers vs. Everyone Else". Iron man: One person is the designated Iron Man. Everyone else removes their armor, while the Iron Man keeps his. They then compete to land the killing blow without getting killed themselves. The person who lands the killing blow wins. The Iron Man wins if he kills everyone else. Paralyze and Flamestrike are forbidden. Capture the Rags: Get 5-10 items of bright clothing, scatter them about the battlefield. Set between 2 and 4 teams. They then search for the items, putting them on as they find them. The teams will then try to kill the others and steal these items, with rejoining allowed for the duration of the event. The team with the most of the clothing at the end wins. Capture the Flag: Two bases, two teams, two "flags". Each team competes to drag the enemy's flag to their base. First team to score wins, or a score limit can be set. Rejoining is allowed. Scouts and Grenadiers: Two teams. The smaller one of Assassins, the larger of "Grenadiers". Grenadiers escort a non-combatant target player, and the Assassins have to use clever tactics to take him down despite their lower numbers. If they kill him, they win. If they fail repeatedly, the Grenadiers win. Sentry Siege: 3-7 phased defensive lines. Each team starts in the middle one, with one team defending and one attacking. Each victory moves the line to a new line closer to the defeated team's base. The first team to push the other back to their base wins. Zombie Brawl: Everyone except the "zombies" take off three pieces of armor. Zombies then hunt the humans. They start as just one. When a zombie kills a human, the human puts the armor back on and joins the zombies. Zombies may rejoin after 60 seconds if killed. Winner is the final human standing. ...s'some more. More to come, just gotta write 'em down. |