The DM Lair
CREATOR
20 days ago

Project Update: Can Your Players Break the Siege?

The City of Edgerton is about to fall.

For 43 days, the Wayfinders have surrounded the mountain city, blocked its only exits, and battered its defenses with siege engines. Food is running low. Disease is coming. And unless someone breaks the siege soon, Edgerton is doomed.

That’s where the heroes come in.


Not Just Another Combat Mission

One of the things I love about The Siege of Edgerton is that it gives the players multiple ways to solve the problem. They don’t have to simply charge into the enemy camp and fight everything in sight. They can. But they don’t have to.

Several Ways to Break the Siege

Depending on how your players approach the adventure, they might:
  • Sneak behind enemy lines and capture or assassinate the Wayfinder captain
  • Negotiate with the mercenaries and discover why the siege began
  • Work with a spy guild to sabotage the enemy’s ballistae, trebuchets, and supplies
  • Bluff their way through the Wayfinder camp
  • Solve a puzzle to uncover the passphrase that gets them into the general’s tent

I love adventures like this because the players get to choose the plan. And when players choose the plan, they’re usually much more invested in what happens next.

Inside the Wayfinder Camp

Once the characters reach the Wayfinder barricade, the adventure opens up into an enemy camp full of opportunities and complications.

There are suspicious scouts, dangerous siege engines, a trapped bridge, a swaying watchtower, supply wagons, and a general’s tent where the characters might uncover the real reason Edgerton was attacked. There’s even a sword puzzle that can help the party impersonate the merchants who hired the Wayfinders in the first place.

Of course, if the players make too much noise, start too many fights, or sabotage too much equipment, the camp becomes more alert.

And that means things get more dangerous.

Why This Adventure Excites Me

The Siege of Edgerton is exactly the kind of adventure I like to run. It has action, danger, NPCs, roleplaying, stealth, sabotage, puzzles, and meaningful choices.

Every group might handle it differently, too.

One party might talk its way into the general’s tent. Another might burn the siege engines and flee into the night. Another might try to turn the Wayfinders against their own leaders.

That’s the fun of it.

Coming in Lair: Force & Freedom

The Siege of Edgerton is one of the full-length adventures included in Lair: Force & Freedom, our first printed Lair Zine.

The issue includes:
  • 3 full-length adventures
  • 5 short adventures
  • 15 new monsters
  • 2 new player options

It’s designed to give game masters ready-to-run material they can bring to the table with less prep and more confidence.


Reserve Before Launch

If adventures like The Siege of Edgerton sound useful for your table, be sure to follow the project today.

And if you reserve before launch for just $1, you’ll also secure the exclusive Foundried playable race. The Foundried is only available to those who reserve before launch.
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