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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="Primitive Screwhead" data-source="post: 5080361" data-attributes="member: 20805"><p>Echo that those random encounters are a great idea. I think they would seriously add to the chaotic feel of the battle.</p><p></p><p> I ran the encounter in about 3 hours, altho I trimmed it a bit due to time limitations. The group didn't disable the catapults, so I had them raining down fire for the majority of the battle, in semi-random locations. I used a D8 and a D6 for the scatter diagram. This was almost a year ago now, so I don't recall that much.</p><p></p><p> I also used three waves of bad guys, and came very close to overcoming the PCs. Thier saving grace was the two clergy I had on the field administering a healing touch potion (4 hp). They would move to heal the closest wounded ally... regardless of PC or NPC!</p><p></p><p> The Wizard truely showed his salt that day, cleaning up the battlefield pretty well.</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 5080361, member: 20805"] Echo that those random encounters are a great idea. I think they would seriously add to the chaotic feel of the battle. I ran the encounter in about 3 hours, altho I trimmed it a bit due to time limitations. The group didn't disable the catapults, so I had them raining down fire for the majority of the battle, in semi-random locations. I used a D8 and a D6 for the scatter diagram. This was almost a year ago now, so I don't recall that much. I also used three waves of bad guys, and came very close to overcoming the PCs. Thier saving grace was the two clergy I had on the field administering a healing touch potion (4 hp). They would move to heal the closest wounded ally... regardless of PC or NPC! The Wizard truely showed his salt that day, cleaning up the battlefield pretty well. [/QUOTE]
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Tips for running module 4's "The Battle for Gallo's Fend" (3.5E version)
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