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So my players opted out of Mass Combat and i'm down to creating some missions for them to play out instead.

Note: There are probably mistakes in the stats and i usually give the enemies higher if not full hp, and even then the party wipes the floor with them...

This is what i came up for the Fort Drelev attack (which will occur next week):

Fort Drelev Battle
The attacking armies will be the same as in the module. I've seen recommendation, i think in the GM thread for the below, and added one idea of mine:


  • Trolls at the gate! - A troop (as in the subtype) of trolls lead by a troll fighter 7 will attack the gate with a battering ram.
    Enemies:

    TROLL HORD CR 13
    NE Medium humanoid (troll, troop)
    Init+2; Senses Perception +10
    DEFENSE
    AC 26, touch 12, flat-footed 22 (+6 armor, +2 Dex, +4 natural, +2 shield)
    hp 300(19d8+171=256), regeneration 5 (acid or fire)
    Fort+16, Ref+8, Will+7
    Defensive Abilities troop traits
    OFFENSE
    Speed 20 ft.
    Melee troop (4d6+11)
    Space 20 ft.; Reach 10 ft.
    STATISTICS
    Str 32, Dex 14, Con 28, Int 6, Wis 9, Cha 6
    Base Atk +19; CMB +30; CMD 32
    Feats Intimidating Prowess, Iron Will, Skill Focus (Perception)

    Troll Fighter
    Male troll fighter 7
    CE Large Humanoid (Giant)
    Init +7; Senses darkvision 60 ft., low-light vision; Perception +21
    DEFENSE
    AC 26, touch 13, flat-footed 22 (+8 armor, +3 Dex, +1 dodge, +5 natural, -1 size)
    hp 171 (6d8+7d10+7 favored class +100); Regeneration 5 (fire or acid)
    Fort +18, Ref +7, Will +6; +1 vs. fear
    Defensive Abilities Bravery +2, Fire Immunity 60
    OFFENSE
    Speed 30 ft.
    Melee +2 ranseur +22/+17/+12 (2d6+17) and bite +16 (1d6+4) or bite +18 (1d6+8) and 2 claws +18 (1d6+8)
    Space 10 ft.; Reach 10 ft. (15 ft. with +2 ranseur)
    Special Attacks rend (2 claws, 1d6+8), weapon training +1 (pole arms)
    STATISTICS
    Str 26, Dex 14, Con 23, Int 4, Wis 11, Cha 6
    Base Atk +11; CMB +21; CMD 33 (34 vs. disarm and sunder)
    Feats Combat Reflex, Dodge, Improved Initiative, Iron Will, Multiattack, Power Attack, Skill Focus (Perception), Vital Strike, Weapon Focus (ranseur), Weapon Specialization (ranseur)
    Skills Climb +10, Perception +19
    Languages Giant
    SQ Armor Training 2
    Gear +2 breastplate, +2 ranseur, Potion of protection from energy (1)


  • Destroy the catapults - as the title says, but while being harassed by several troops of soldiers. After several rounds some Wyverns will sweep down on them
    Enemies:

    Catapults hardness 5, 50hp, 100 ft. apart
    Wyverns I think 4 will swoop down after 1d4+2 rounds, and 4 more some 2 rounds later
    INFANTRY TROOP CR 10
    LN Medium humanoid (human, troop)
    Init+6; Senses Perception +14
    DEFENSE
    AC 23, touch 12, flat-footed 22 (+6 armor, +2 Dex, +4 natural, +2 shield)
    hp 147 (14d8+70)
    Fort+13, Ref+8, Will+7
    Defensive Abilities troop traits
    OFFENSE
    Speed 20 ft.
    Melee troop (4d6+7)
    Space 20 ft.; Reach 5 ft.
    Special Attacks crossbow volley (DC 21)
    STATISTICS
    Str 24, Dex 15, Con 18, Int 11, Wis 12, Cha 9
    Base Atk +10; CMB +7; CMD 29
    Feats Ability Focus (crossbow volley), Combat Reflexes, Improved Initiative, Iron Will, Lightning Reflexes, Skill Focus (Perception), Toughness
    SPECIAL ABILITIES
    Crossbow Volley (Ex) The infantry troop can fire a volley of crossbow bolts as a standard action. This attack strikes a 20-foot radius within 800 feet of the center of the troop’s space. All creatures in the radius take 5d8 points of piercing damage (Reflex DC 21 for half). The save DC is reduced by 1 for each 80-foot range increment beyond the first. The save DC is Dexterity-based and includes the bonus from the troop’s Ability Focus feat.

  • Hydra from the lake - Since my players did not deal with the Hydra from KM4 (nor did they deal with almost anything in that area, having lost interest in exploration) they'll face her here. It was drawn to the city by another Pitaxian force which did not survive being the bait.
    The hydra will be the 13 headed one from the 6 player conversion thread
  • They might try to go after the general of the armies, Avinash(?), at some point. They can, but if he start to look like loosing he'll teleport away or something... I want him there at the end.

I also think all these encounters will be timed. Take too long and you might loose the fight.

I'd appreciate ideas and thoughts :)

Cheers,
-arnon
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I agree with DM_aka_Dudemeister

This was the case in my game as well.

Tatzlford was walled and had an army in reserve (small i think) with bows and swords. Once they got word of the impending attack they rushed to Tatzlford along with 2 more units of high-level (6ish) Rangers and Paladins.

Needless to say we were using Mass Combat for this.

I decided to give Aemon a slightly larger force from the start due to the fortification and army in Tatzlford; but Aemon did not expect there to be 2 more crack units in twon, so i left him with what he had and the attack went poorly for him.


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Hi Dudemeister, wanted to say thanks for this.

I've run it several month ago and my players really enjoyed the whole monstrous kingdom theme.

But, my players handled it differently in the end:

How it went down:

The encountered the wondering giant and befriended him and convinced him to lead them to Hargulka's base. The size of his force did not deter the party and they did not even consider raising an army.

The wizard PC went in flying invisible as they noticed a gathering beneath the cave opening. The gist was the some of the trolls were not happy with Hargulka gathering forces and wanted to raid some farms for food. Hargulka shut the dissenters down but the party wasn't convinced it'll hold.

They decided to make a risky move and sneak into the lair using flight to come from above the entrance in the early hours of the morning (risky cause if things went south they would have to fight their way out, with no fly and only one invisibility). As they rested before the attack, a party of trolls went past them and headed north, the party didn't like that but wanted to keep their strength for Hargulka, they'll track the trolls later; and at any rate they sent a message to Tatzalfod to be prepared.

Needles to say the fought their way through the lair and killed Hargulka, but by the time they finished him, it was already morning and the camp beneath the lair was stirring awake.

They decided on a scare tactic: they took hargulka and the rock troll's head and placed it on spears, and went out just outside the door. The party's cleric (with high diplomacy and intimidate) started a speach on how they killed their leader and they should all move away before they kill all of them, etc. etc.. for good measure, the a silent image of a silver dragon was added to the mix. I asked for several Diplomacy and Intimidate rolls and the player even used a Hero Point at some point to increase the score. Good role-playing and good rolls got the trolls to scatter.

They got some responsible NPCs to lead the captures slaves to their capital city (the closest one) and started to track the group trolls they saw splitting off last night. The chase was on and at one point they caught up with them and attacked.. this scattered the bunch of trolls but still some headed towards the farms (they sent a message to their people at the capital to recruit a small militia and get quickly to the farms). Some more chases, and finally less than a mile from the farms, they caught up with the other trolls and killed them all.

Of course, as they were celebrating (and celebrated) this feat, a breathless rider came and recounted the horrors of the attack on their capital by an enormous owlbear...


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I haven't gotten around to reading this adventure yet, but ...

Another possibility is to have a session or two before the start of the AP during which the PCs get to know the city and people, and then end the session with them gathered for the ceremony... then start the next session as per the adventure, skipping over the ceremony.

You can even say: "then everything went to Hell..." :)