Help with some complex encounter design


log in or register to remove this ad

I definitely will. The session this will probably go down is next Thursday.

I was originally planning a middle of the night precursor combat, with a band of lizardfolk skulking through town like assassins to try to thin the ranks in advance of the attack, but I'm skeptical about running it now. My worry is it might spur the party to try to go meet the lizardfolk and preempt the attack (they have a tenuous relationship with them), which ordinarily would be cool, but I'm of the opinion to not present anything that would short circuit this fight :)
 

Okay so, we're about 2/3 through the siege of the town, so I figured I'd bring those interested up to speed on how I handled it.

Act I

Stage 1: Amphibious Attack
Premise: Lizardfolk start surfacing from the water to attack the docs but the militia isn't organized yet. A few guards in place sound the alarm but are quickly being overrun. Meanwhile, fishermen, dockworkers, etc. are trying to go about their morning business and are now in harm’s way since the lizardfolk are indiscriminate in whom they attack.

Objective: Try to minimalize casualties, help hold the docks as civilians get away. A total of 20 civilians are in danger.

Special rules for the challenge:
When it makes sense using attacks is ok; using an at-will goes against a Hard DC, encounter is Moderate DC, daily is Auto Success. However, failed attacks invite an attack from the lizardfolk.

Results:
Successes: Each success means a single civilian has been saved. A critical success results in 2 saved civilians.
Failures: Each failure results in the death of a civilian. Depending on the number of civilians that die depends on the impact this has on the morale of the militia that appears at the docs later
0 - 4 -2 DC to morale related checks
5 – 9 +1 DC to morale related checks
10 – 14 +2 DC to morale related checks
15 – 20 +4 DC to morale related checks

Stage 2: The Assault Continues
Premise: The militia is assembled, but they could use help. Meanwhile, guards posted on the southern wall ring the bell of alarm – lizardfolk have emerged beyond the wall and are headed toward the grove.

Stage Objective: Hold back both assaults

Challenge 1: Hold the Docks
Objective: Help the militia keep the docks

Special rules for the challenge: Same as Stage 1

Additional Notes: Each round incurs an attack on each player involved in the challenge.

Results:
Successes: 8 successes are required to hold the dock.
Failures: 3 failures mean this challenge is failed. Failure indicates that the docks are overrun and the majority of the militia is defeated and/or scattered. X number of lizardfolk break through and join the fight in Stage 3. Furthermore, each PC loses a Healing Surge.

Challenge 2: Repel the Incursion in the Woods
Objective: Find and neutralize the lizardfolk trying to sneak into the town

Special rules for the challenge: Same as Stage 1

Additional Notes: Elves in the woods are helping. Each round roll one die per player involved in the challenge. On an 11+, the elves spot a lizardfolk and call it out, giving a PC the chance to make an attack to earn a success.

Results:
Successes: 8 successes are required to neutralize the lizardfolk
Failures: 3 failures mean this challenge is failed. Failure indicates that the lizardfolk succeed at skulking into the town. X number of lizardfolk join the fight in Stage 3.​

Stage Results:
Success: Both challenges must succeed to gain a success from this stage
Failure: Losing either sub-challenge results in failure for this stage

Stage 3: Blood in the Streets
Premise: A group of lizardfolk gets into the city by scaling the wall and hill by the Tasco Manor. They begin to attack the homes and townsfolk.

Objective: Defeat the incursion of lizardfolk.

Additional Notes: This is a combat encounter, XP budget is 1,500 – 2,000.

Lizardfolk that got through from Stage 2 join the battle. Those from the docks arrive 1 round after combat. Those from the woods arrive 2 or 3 rounds after combat.

If only 0-4 civilians were lost in Stage 1, the high morale of the militia yields enough success that some of them join the fight as reinforcements in round 3 or 4.

Results: As per combat. If all 3 stages are met with success, the players receive +2 bonus to future checks when aiding the militia throughout the rest of the overall challenge.
 

Act II: Enemies at the Gate

Stage 1: Assemble the Militia
Premise: Bells ring out to alert of attacks at both of the town gates. Cultists of the Final Scale and their dragonspawn allies are attacking, but the town defenses aren’t in place to handle the strike.

Objective: Get the militia and defenses in place to protect the town

Challenge 1: The Farmer’s Gate
Objective: Get the militia and defenses in place to hold the gate

Special rules for the challenge: (I didn't feel my attack rules in the previous stages were all too thrilling, so I changed it up)
  • At-wills granted a +2 bonus to another check; easy DC
  • Encounters granted a success; moderate DC
  • Dailies removed 1 failure; hard DC
Each round players would be attacked, randomly selected from the following:
  • Ball lightning from blue dragonspawn artillery: +12 vs. Fortitude; 2d6+6 and +2 to the DC of the next check for the challenge
  • Fire ball from red dragonspawn artillery: +12 vs. Reflex; 2d6+6 fire damage and ongoing 5 fire (save ends)
  • Talons/Bite from black dragonspawn grunts: +14 vs. AC; 2d8+8 damage

Results:
Successes: 8 successes are required to hold the gate. Players in the corresponding challenge in Stage 2 gain a bonus to defenses based on how many failures they earned.
2 +0 to defenses
1 +1 to defenses
0 +2 to defenses
Failures: 3 failures mean this challenge is failed. Failure indicates that the gate defenses are in bad shape, making the corresponding challenge in Stage 2 more difficult (+2 DC to all checks). Furthermore, each PC loses a Healing Surge.

Challenge 2: The Valley Gate
Exactly the same as the Farmer's Gate challenge, except differently flavored attacks:
  • Exploding lightning from sacrificial blue dragonspawn: +12 vs. Fortitude; 2d6+6 lightning damage
  • Corrosive bolts from black dragonspawn artillery: +12 vs. Reflex; 1d8+6 acid damage and ongoing 5 acid (save ends)
  • Talons from green dragonspawn grunts: +14 vs. AC; 2d6+6 damage

Results:
Success: Both challenges must succeed to gain a success from this stage
Failure: Losing either sub-challenge results in failure for this stage

Stage 2: Hold the Line
Premise: With defenses and men in place (hopefully), the players must now aid the town in repelling the invaders.

Objective: Maintain the defenses

Challenge 1: The Farmer’s Gate
Objective: Hold the gate

Special rules for the challenge: Same as Stage 1

Successes: 8 successes are required to hold the gate.
Failures: 3 failures mean this challenge is failed. Failure indicates that the gate is overrun and the majority of the militia is defeated and/or scattered. X number of dragonspawn break through and join the fight in Stage 3. Furthermore, each PC loses a Healing Surge.

Challenge 2: The Valley Gate
Exactly the same as the Farmer's Gate challenge​

Results:
Success: Both challenges must succeed to gain a success from this stage
Failure: Losing either sub-challenge results in failure for this stage

Stage 3: Treachery from the Dancing Pixie
Premise: A group of forces of the Cult of the Final Scales emerge from the abandoned Dancing Pixie to try to flank the defenders of the gates. Cultists hiding in the town had established a teleport circle on the second floor of the inn.

Objective: Defeat the incursion of dragonspawn.

Additional Notes: This is a combat encounter, XP budget is 1,500 – 2,000.

Dragonspawn that got through from Stage 2 join the battle. Those from the Valley gate arrive 1 round after combat. Those from the Farmer’s Gate arrive 2 rounds after combat.

If the party cleared Stage 1 with 0 failures, the high morale of the militia yields enough success that some of them join the fight as reinforcements in round 3.

Results: As per combat. If all 3 stages are met with success, the players receive +2 bonus to future checks when aiding the militia throughout the rest of the overall challenge.
 

I'm sorely tempted to force a lizardman attack into my campaign just to steal this idea. That's pretty amazing stuff [MENTION=150]Radiating Gnome[/MENTION], and a great example of how to run mass combat and make skill challenges dynamic. [MENTION=20998]tyrlaan[/MENTION], it sounds like you've really run with the idea well. Hope your players liked it

I'll be bookmarking this post for future reference.

Trit
 
Last edited:

Remove ads

Top