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General Tabletop Discussion
*TTRPGs General
how to do a "defend the castle" adventure?
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<blockquote data-quote="Primitive Screwhead" data-source="post: 3904404" data-attributes="member: 20805"><p>There is an excellent CP2020 module, "Chrome Berets" that takes on this sort of setting.</p><p></p><p> My advice is to have the players be a part of planning the overall defense, then have them act as a 'reserve' unit to rush to troubled areas. The Tome of Battle has guidelines for treating a battle as a dungeon, stringing encounters together. </p><p></p><p> The key is to focus the characters efforts on the immediate problem {the Troll that got catapulted over the walls is killing all the horses..} while maintaining the players awareness of the overall chaotic battlefield. The encounters should range from a near breach of the walls to a surprise atttack in the 'safe' rear areas {using tunnels, magic, or thrown Trolls as a way to get beyond the front gates}</p><p></p><p>My second peice of advice... develop the attackers strategy and timeline in advance, that way you don't use the knowledge of the players plan to counter it. Into this plan, develop the encounters that the party can react to. </p><p></p><p>My third peice of advice.. consider how much magic is being tossed about. A single mid-level Mage can create a considerable advantage on either side. Nothing like a Stone to Mud to really ruin a good section of Castle wall {fortunately these are usually double or triple layers, so the spell can only take out the outer layer, but still.. a followup by catapult can more readily breach a weakened section.</p><p></p><p> Lastly, make sure your idea of a fun battle scene is also your players. Perhaps they like sitting in the War room, moving pieces on a sand table and getting word of success or failure.</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 3904404, member: 20805"] There is an excellent CP2020 module, "Chrome Berets" that takes on this sort of setting. My advice is to have the players be a part of planning the overall defense, then have them act as a 'reserve' unit to rush to troubled areas. The Tome of Battle has guidelines for treating a battle as a dungeon, stringing encounters together. The key is to focus the characters efforts on the immediate problem {the Troll that got catapulted over the walls is killing all the horses..} while maintaining the players awareness of the overall chaotic battlefield. The encounters should range from a near breach of the walls to a surprise atttack in the 'safe' rear areas {using tunnels, magic, or thrown Trolls as a way to get beyond the front gates} My second peice of advice... develop the attackers strategy and timeline in advance, that way you don't use the knowledge of the players plan to counter it. Into this plan, develop the encounters that the party can react to. My third peice of advice.. consider how much magic is being tossed about. A single mid-level Mage can create a considerable advantage on either side. Nothing like a Stone to Mud to really ruin a good section of Castle wall {fortunately these are usually double or triple layers, so the spell can only take out the outer layer, but still.. a followup by catapult can more readily breach a weakened section. Lastly, make sure your idea of a fun battle scene is also your players. Perhaps they like sitting in the War room, moving pieces on a sand table and getting word of success or failure. [/QUOTE]
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how to do a "defend the castle" adventure?
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