Delandel
First Post
I'm writing a free adventure module and I'm stuck on a Chapter that involves a zombie siege.
The setup is this:
The PCs (level 2/3)are in a town (population 1,000) when they hear from newly arrived refugees that a horde of undead are rampaging through the countryside and are heading this way. They've got ~2 days to prepare.
Assuming they make a stand and fight, this is what they've got to work with:
- the town has a shallow moat and is walled off, with only one gated entrance
- 30 trained fighters in the town guard, have both swords and crossbows (probably MM guard stats)
- 2 expert militia fighters (MM thug stats)
- 3 expert hunters skilled with longbows (probably MM scouts)
- the head priestess (MM priest) and four lower ranked clergy (probably custom stats to be 1/2 CR each)
- enough weapons to equip ~100 commoners in the case of an emergency
The PCs decide how to use the village's defenses.
They'll be up against:
- ~600 zombies
- 3 stitched abominations (MM ogre zombies) that are good at breaking down gates/walls
- the necromancer leading the horde (MM cult fanatic)
- possibly skeleton archers
The necromancer sends the bulk of the army at the gates led by two abominations. She sned the third abomination and some zombies at another wall. She hangs back out of arrow range with a handful of zombies.
Since they have prep time, I want to award the PCs for taking steps to prepare. Some mini missions they could do:
1) The holy wards along the walls have waned in power. A character proficient in Religion can attempt to help the priests imbue the protective magics in the walls once more. If they're successful, , the zombies cannot attack/scale the walls.
2) Boost the morale of the people. If they do, the villagers get a small bonus in combat.
Other creative things that make sense.
Then my problem comes: what system should I use to describe the actual siege?
One option is using the new Mass Combat Rules, though I myself don't really grasp it.
On the total opposite end of the spectrum, I could handwave any combat mechanics that don't directly involve the PCs and just focus on the fights they are part of. There's a breach, go help, fight those guys, fight the necromancer, etc.
Not sure what to go with. Any suggestions?
EDIT: Current setup
Village Fortifications:
- A 10 ft. wide moat encircles the village. The shallow water acts as difficult terrain.
- A 20ft tall stone wall encircles the village. Units can walk on top of it. A 10-ft.-by-10-ft. section of wall has AC 17, HP 40, and a Damage Threshold of 8
- A 15ft wide gate is the sole entrance into Shadowgrange. It’s made of wood reinforced with steel and has AC 16, HP 35, and a Damage Threshold of 2
- Any make-shift barricade made by the villagers is primarily wood and has AC 15, HP 15, and no Damage Threshold
Village Defenders:
Solos:
- Each PC; can be commanders
- 1 priest, Priestess Flora; can be a commander
- 2 thugs, the cathar commander Levi and retired commander Eckhardt; can be commanders
- 3 scouts, Silvia, Rosa, and Ann; can be commanders
Stands (10 identical creatures):
- 4 guards
- 10 commoners
- 1 clergy (treat these as Priests without Divine Eminence, no 2nd or 3rd level spells, and only 10 HP)
Zombie Horde side:
Special Traits:
- The undead do not fear their own destruction and auto-succeed morale checks
- Undead Fortitude: zombies with this ability can only use it once.
Solos:
- 1 cult fanatic, Rineta Smitt; can be a commander
- 3 ogre zombies; can’t be commanders
Stands:
- 40 zombies
- 2 skeletons
Village Objectives:
- destroy an ogre zombie solo = 1 VP, max 3
- destroy all skeletons = 1 VP
- destroy 100 zombies = 1 VP, max 6
- defeat the cult fanatic = 3 VP
- protect the gate = 1 VP per round if the village has two or more stands adjacent to the gate if it has not been reduced to 0 hit points, and if no enemy stands or solos are within 2 squares of the gate
- protect the breach = 1 VP per round if the village has two or more stands or solos adjacent to a breached wall/gate and an enemy stand or solo spent the round attacking through the breach
Horde Objectives:
- destroy a wall = 4 VP
- destroy the gates = 4 VP
- defeat a PC = 1 VP
- defeat 4 stands = 1 VP
- defeat 3 non-PC solos = 1 VP
- overrun the village = 1 VP per round if the horde has ten or more stands inside the village walls
Village Tactics:
- follow PC commands
- PCs given rings that permit telepathic communication amongst them and the other solos/commanders
Horde Tactics:
- the main unit comprised of 2 ogre zombie solos and 33 stands of zombies heads for the gate
- a unit of skeletal archers (2 stands) moves behind the main unit to fire at defenders on the walls
- a secondary unit of 1 ogre zombie solo and 5 stands of zombies heads for a back wall, regiment
- the cult fanatic commands her own unit of 2 zombie stands and hangs back until the Villagers acquire 5 VP, and then she moves into combat
The setup is this:
The PCs (level 2/3)are in a town (population 1,000) when they hear from newly arrived refugees that a horde of undead are rampaging through the countryside and are heading this way. They've got ~2 days to prepare.
Assuming they make a stand and fight, this is what they've got to work with:
- the town has a shallow moat and is walled off, with only one gated entrance
- 30 trained fighters in the town guard, have both swords and crossbows (probably MM guard stats)
- 2 expert militia fighters (MM thug stats)
- 3 expert hunters skilled with longbows (probably MM scouts)
- the head priestess (MM priest) and four lower ranked clergy (probably custom stats to be 1/2 CR each)
- enough weapons to equip ~100 commoners in the case of an emergency
The PCs decide how to use the village's defenses.
They'll be up against:
- ~600 zombies
- 3 stitched abominations (MM ogre zombies) that are good at breaking down gates/walls
- the necromancer leading the horde (MM cult fanatic)
- possibly skeleton archers
The necromancer sends the bulk of the army at the gates led by two abominations. She sned the third abomination and some zombies at another wall. She hangs back out of arrow range with a handful of zombies.
Since they have prep time, I want to award the PCs for taking steps to prepare. Some mini missions they could do:
1) The holy wards along the walls have waned in power. A character proficient in Religion can attempt to help the priests imbue the protective magics in the walls once more. If they're successful, , the zombies cannot attack/scale the walls.
2) Boost the morale of the people. If they do, the villagers get a small bonus in combat.
Other creative things that make sense.
Then my problem comes: what system should I use to describe the actual siege?
One option is using the new Mass Combat Rules, though I myself don't really grasp it.
On the total opposite end of the spectrum, I could handwave any combat mechanics that don't directly involve the PCs and just focus on the fights they are part of. There's a breach, go help, fight those guys, fight the necromancer, etc.
Not sure what to go with. Any suggestions?
EDIT: Current setup
Village Fortifications:
- A 10 ft. wide moat encircles the village. The shallow water acts as difficult terrain.
- A 20ft tall stone wall encircles the village. Units can walk on top of it. A 10-ft.-by-10-ft. section of wall has AC 17, HP 40, and a Damage Threshold of 8
- A 15ft wide gate is the sole entrance into Shadowgrange. It’s made of wood reinforced with steel and has AC 16, HP 35, and a Damage Threshold of 2
- Any make-shift barricade made by the villagers is primarily wood and has AC 15, HP 15, and no Damage Threshold
Village Defenders:
Solos:
- Each PC; can be commanders
- 1 priest, Priestess Flora; can be a commander
- 2 thugs, the cathar commander Levi and retired commander Eckhardt; can be commanders
- 3 scouts, Silvia, Rosa, and Ann; can be commanders
Stands (10 identical creatures):
- 4 guards
- 10 commoners
- 1 clergy (treat these as Priests without Divine Eminence, no 2nd or 3rd level spells, and only 10 HP)
Zombie Horde side:
Special Traits:
- The undead do not fear their own destruction and auto-succeed morale checks
- Undead Fortitude: zombies with this ability can only use it once.
Solos:
- 1 cult fanatic, Rineta Smitt; can be a commander
- 3 ogre zombies; can’t be commanders
Stands:
- 40 zombies
- 2 skeletons
Village Objectives:
- destroy an ogre zombie solo = 1 VP, max 3
- destroy all skeletons = 1 VP
- destroy 100 zombies = 1 VP, max 6
- defeat the cult fanatic = 3 VP
- protect the gate = 1 VP per round if the village has two or more stands adjacent to the gate if it has not been reduced to 0 hit points, and if no enemy stands or solos are within 2 squares of the gate
- protect the breach = 1 VP per round if the village has two or more stands or solos adjacent to a breached wall/gate and an enemy stand or solo spent the round attacking through the breach
Horde Objectives:
- destroy a wall = 4 VP
- destroy the gates = 4 VP
- defeat a PC = 1 VP
- defeat 4 stands = 1 VP
- defeat 3 non-PC solos = 1 VP
- overrun the village = 1 VP per round if the horde has ten or more stands inside the village walls
Village Tactics:
- follow PC commands
- PCs given rings that permit telepathic communication amongst them and the other solos/commanders
Horde Tactics:
- the main unit comprised of 2 ogre zombie solos and 33 stands of zombies heads for the gate
- a unit of skeletal archers (2 stands) moves behind the main unit to fire at defenders on the walls
- a secondary unit of 1 ogre zombie solo and 5 stands of zombies heads for a back wall, regiment
- the cult fanatic commands her own unit of 2 zombie stands and hangs back until the Villagers acquire 5 VP, and then she moves into combat
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