Thread:Gorzill/@comment-4001163-20141214171944/@comment-4960835-20150129164720

As I said, I am definitely against a seige. Come back and trade at the Guild - Too Easy?Not at all, such a thing would be essential to their survival. They need a safe spot, otherwise they all die. No shelter with danger all around ---> You die. Things are that way, especially if the danger is really big and dangerous.

It simply does does not fit at all with what I have planned out. The Explorers need to bring these orbs back to the Guild. A sort seige would be preferable, but not one that asts for weeks. Plus, if the Blood Knights come in (W'tze and a small WapTaskforce will lend their aid), then with their help, a perimeter could be established. The dungeons like the Scorching Desert and the Boulder Quarry will be invaded by beasts en masse (and Aquawaves/Magmaflares in the Quicksend Cavern/Limestone Cave).

What about giving them a weakness? Like valuability to daylight? It would get darker and darker anyways, resulting in a race against time to get the Light Orbs to the Guild in ..well...time. Then in the final chapter they have to move out or die. But I'm against it happening too fist.

I am definitely in favor of a buildup, it fits the general feeling of a creeping danger I wanted to invoke in this arc for the start the best.