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<blockquote data-quote="haakon1" data-source="post: 2796926" data-attributes="member: 25619"><p>I've done it twice, once with a MERP module and once with the 2nd Edition version of "Return to the Keep on the Borderlands" -- the temple forces got tired of being raided, so they sent out almost everything they had to try to sack the keep one night.</p><p></p><p>In both cases, I did not abstract the combat at all -- combat was, naturally, a lot easier to run to in 1st Edition (what I was playing at the time) then in 3.5 e, but I still think it was worth. It's reasonable (in 1 e) to run a battle of up to about 100 attackers and a lower number of defenders -- 20-40, depending on how much difference the PCs and the fortifications make.</p><p></p><p>The key elements were to have some healing available for the PCs and the defenders -- stashed potions, low level clerics, well-designed fortifications, perhaps with escape routes, and play the NPC's from both sides realistically and well. The assault on the Keep was my "best DMing ever" according to my players, and the reason is the tension was edge of your seat the whole time. The PC's spent a lot of time running from one part of the Keep to the other, as different enemy units tried different ways to get in.</p><p></p><p>At the end, the PCs, civilians, and NPC militia had all retreated to the great hall of the dunjeon -- the main fortress of the Keep. I had designed the floorplan for that myself, and the PC's were using fire and holy water and piled up furniture to try to keep the undead attackers out. In the end, they barely won, and the remaining enemy retreated.</p><p></p><p>Another idea I had as a TPK preventer is that since the PC's had sent a messenger for aid, and a bird with a message, I might do the "armies from Siberia have been transferred" thing, and have the cavalry (literally) show up in the nick of time. I did have one additional ranger who had been mentioned but wasn't in town when the battle started arrive with some timely help to let the PC's retreat from an outpost -- an run a gauntlet of zombies back to the fortress, but the 7th cavalry wasn't needed.</p><p></p><p>It's fun, fun, fun stuff!</p></blockquote><p></p>
[QUOTE="haakon1, post: 2796926, member: 25619"] I've done it twice, once with a MERP module and once with the 2nd Edition version of "Return to the Keep on the Borderlands" -- the temple forces got tired of being raided, so they sent out almost everything they had to try to sack the keep one night. In both cases, I did not abstract the combat at all -- combat was, naturally, a lot easier to run to in 1st Edition (what I was playing at the time) then in 3.5 e, but I still think it was worth. It's reasonable (in 1 e) to run a battle of up to about 100 attackers and a lower number of defenders -- 20-40, depending on how much difference the PCs and the fortifications make. The key elements were to have some healing available for the PCs and the defenders -- stashed potions, low level clerics, well-designed fortifications, perhaps with escape routes, and play the NPC's from both sides realistically and well. The assault on the Keep was my "best DMing ever" according to my players, and the reason is the tension was edge of your seat the whole time. The PC's spent a lot of time running from one part of the Keep to the other, as different enemy units tried different ways to get in. At the end, the PCs, civilians, and NPC militia had all retreated to the great hall of the dunjeon -- the main fortress of the Keep. I had designed the floorplan for that myself, and the PC's were using fire and holy water and piled up furniture to try to keep the undead attackers out. In the end, they barely won, and the remaining enemy retreated. Another idea I had as a TPK preventer is that since the PC's had sent a messenger for aid, and a bird with a message, I might do the "armies from Siberia have been transferred" thing, and have the cavalry (literally) show up in the nick of time. I did have one additional ranger who had been mentioned but wasn't in town when the battle started arrive with some timely help to let the PC's retreat from an outpost -- an run a gauntlet of zombies back to the fortress, but the 7th cavalry wasn't needed. It's fun, fun, fun stuff! [/QUOTE]
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