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<blockquote data-quote="Shiroiken" data-source="post: 8240847" data-attributes="member: 6775477"><p>If going route, I'd go for a full battlemap, since there's a lot going on; a simple visual representation could be used if it was the first option. On Roll20, I'd use Fog of War (without dynamic lighting) and make each square a token on the map. The player can ping or describe which square they want to rotate, then you rotate the square and reveal the section (if applicable). I wouldn't give the PCs control, mostly due to the possibility of them accidentally messing up the map. </p><p></p><p></p><p> This might be a bit problematic, depending on how you do it. I'd suggest instead having a random square rotate every round (hint at it, as they'd hear the movement in the distance), but only rotate it if on on/near a PC is randomly chosen. This means the players know they have to hurry, since they don't know when they might get separated. Once separated, the players should be able to communicate by yelling, but this will still severely increase the difficulty.</p><p></p><p>One thing to consider if you split the party is how to handle the warforged. Logically, the warforged should either focus on the group closest to success or the smallest group. The first helps defend the structure, but could give away the fact that they're close. The second is more logical, increasing the probability of killing an intruder, but this can be devastating if a lone PC is left behind to die.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 8240847, member: 6775477"] If going route, I'd go for a full battlemap, since there's a lot going on; a simple visual representation could be used if it was the first option. On Roll20, I'd use Fog of War (without dynamic lighting) and make each square a token on the map. The player can ping or describe which square they want to rotate, then you rotate the square and reveal the section (if applicable). I wouldn't give the PCs control, mostly due to the possibility of them accidentally messing up the map. This might be a bit problematic, depending on how you do it. I'd suggest instead having a random square rotate every round (hint at it, as they'd hear the movement in the distance), but only rotate it if on on/near a PC is randomly chosen. This means the players know they have to hurry, since they don't know when they might get separated. Once separated, the players should be able to communicate by yelling, but this will still severely increase the difficulty. One thing to consider if you split the party is how to handle the warforged. Logically, the warforged should either focus on the group closest to success or the smallest group. The first helps defend the structure, but could give away the fact that they're close. The second is more logical, increasing the probability of killing an intruder, but this can be devastating if a lone PC is left behind to die. [/QUOTE]
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