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Tips for running module 4's "The Battle for Gallo's Fend" (3.5E version)
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<blockquote data-quote="Nebten" data-source="post: 5076645" data-attributes="member: 79391"><p>This was an interesting battle to prepare for. I tell you what I did and maybe that will help you out in certain parts. </p><p> </p><p>If you don't have big battle maps, get 1" graph paper from Staples that is typically used for presentations (24" x 30").</p><p> </p><p>I then taped it down to 2 fold out tables, end on end. Remember, this fight for the heroes is to defend a stretch of land. This way you dont' have to worry about having the edges and going off map. I did state that if a hero wanted to retreat and fall back, he could do so as long as he reach the edge of his map. Once he was off, he was safe but couldn't come back into play I couldn't gain XP from there out.</p><p> </p><p>So you should have a good idea what forces the heroes should have access to by the achievements accomplished before hand. What I did was give all the heroes the stats of their army & soliders before hand. I let them decide who is going to control what during the battle. This way when it was their turn, they not only have their PC but they have a "platoon" to control as well. They can do all the rolling for each member of their platoon.</p><p> </p><p>I used tile pieces to place my mini's on and grouped them by color. For the DM side, it was typically a 1/4 of the soliders with a solo NPC.</p><p> </p><p>In initative, it was alternating between PC/DM/PC/DM, but I let the PCs choose which order they wanted to go and just flipped a coin in the beginning to see who goes first. </p><p> </p><p>Rolls: I made all damage rolls static for all NPCs, mostly averages of the roll. If a solider does 1d8+4 damage on a hit, its automatically 8 dmg. 5d6 fireball = 18 pod. This cuts down on rolling. The heroes could still roll all their rolls. </p><p> </p><p>For the terrian, I kept it an open field to simplfy things except for one part. When somebody dies, that space makes it difficult terrian. It makes things interesting. </p><p> </p><p>Make sure you do things in waves because that makes it easier on you since it cuts down how many bad guys you need to worry about on the field.</p><p> </p><p>And for the biggest help, get an assistant DM if you can. Cut Steppengard's army in half and let the other guy run them. This way he can think of what moves to do while either you or the PCs are doing theirs. </p><p> </p><p>This battle does take awhile so make sure you have enough time during the day to run it. Its a very fun fight and one that your players will remember for years to come.</p></blockquote><p></p>
[QUOTE="Nebten, post: 5076645, member: 79391"] This was an interesting battle to prepare for. I tell you what I did and maybe that will help you out in certain parts. If you don't have big battle maps, get 1" graph paper from Staples that is typically used for presentations (24" x 30"). I then taped it down to 2 fold out tables, end on end. Remember, this fight for the heroes is to defend a stretch of land. This way you dont' have to worry about having the edges and going off map. I did state that if a hero wanted to retreat and fall back, he could do so as long as he reach the edge of his map. Once he was off, he was safe but couldn't come back into play I couldn't gain XP from there out. So you should have a good idea what forces the heroes should have access to by the achievements accomplished before hand. What I did was give all the heroes the stats of their army & soliders before hand. I let them decide who is going to control what during the battle. This way when it was their turn, they not only have their PC but they have a "platoon" to control as well. They can do all the rolling for each member of their platoon. I used tile pieces to place my mini's on and grouped them by color. For the DM side, it was typically a 1/4 of the soliders with a solo NPC. In initative, it was alternating between PC/DM/PC/DM, but I let the PCs choose which order they wanted to go and just flipped a coin in the beginning to see who goes first. Rolls: I made all damage rolls static for all NPCs, mostly averages of the roll. If a solider does 1d8+4 damage on a hit, its automatically 8 dmg. 5d6 fireball = 18 pod. This cuts down on rolling. The heroes could still roll all their rolls. For the terrian, I kept it an open field to simplfy things except for one part. When somebody dies, that space makes it difficult terrian. It makes things interesting. Make sure you do things in waves because that makes it easier on you since it cuts down how many bad guys you need to worry about on the field. And for the biggest help, get an assistant DM if you can. Cut Steppengard's army in half and let the other guy run them. This way he can think of what moves to do while either you or the PCs are doing theirs. This battle does take awhile so make sure you have enough time during the day to run it. Its a very fun fight and one that your players will remember for years to come. [/QUOTE]
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Tips for running module 4's "The Battle for Gallo's Fend" (3.5E version)
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