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<blockquote data-quote="GameDoc" data-source="post: 5413142" data-attributes="member: 53915"><p>So, the next session is upcoming this Thursday, Using the advice offered here, this is my plan:</p><p> </p><p> </p><p> </p><p></p><p>1. I capped the group to 10 characters.</p><ul> <li data-xf-list-type="ul">I gave the 10th spot to a friend who has DM'd with 4e before. I can use him as an "assisstant DM" if the need arises.</li> <li data-xf-list-type="ul">I won't take on new players until an existing one drops out.</li> <li data-xf-list-type="ul">I plan on asking the players to arrange themselves at the table so that those who haven't played 4e before this game have a "veteran" next to them who can answer basic questions.</li> </ul><p>2. I created two squads of monsters @ 500 XP each.</p><ul> <li data-xf-list-type="ul">The second sqaud is easy to whittle down if players don't show so that the encoutner stays on target (100 XP per character), or if half the players don't show, I will just drop it altogether.</li> <li data-xf-list-type="ul">I doubled the damage of all monster attacks and halved the HP of the non-minions.</li> <li data-xf-list-type="ul">Please feel free to give feedback on the monster squads below.</li> </ul><p>THE SCENARIO:</p><p> </p><p>A noble and his enterage are expected in town, but only a lone rider shows up, injured and panicked. He reports that the enterage was attacked by goblins on the road and the noble was taken captive. All others but were slain. The party is deployed to track down the goblns and try to rescue the prisoner. </p><p> </p><p>First is a fairly basic skill challenge of tracking the goblins from the scene of the attack, through the forest, and finally to a swampy bog, where the goblins are hiding out in a stolen river barge. Recon shows 4 goblins on watch. However the characters decide to take on the challenge they will find:</p><p> </p><p> </p><p></p><p>Squad #1</p><ul> <li data-xf-list-type="ul">4 Goblin Snipers = Minions (i.e., the guards)</li> <li data-xf-list-type="ul">1 Goblin Beast Marshal = Skirmisher (de facto leader)</li> <li data-xf-list-type="ul">3 Poison Beeltes = Brutes (reskinned fire beetles, because who would bring fire beetles on a wooden ship?)</li> </ul><p>Squad #2 (which will be redced as needed for a smaller party):</p><ul> <li data-xf-list-type="ul">1 Goblin Hex Hulrer = Controller/Leader</li> <li data-xf-list-type="ul">Up to 14 Goblin Snipers = Minions (the first 10 will actually engage in melee).</li> </ul><p>Notes:</p><ul> <li data-xf-list-type="ul">The 4 snipers/guards, armed with bows, will be posted on the maind deck, whihc is the same level on which the party has to board (and where the battle will presumable take place). The party could eliminate one or all of them if they are sneaky.</li> <li data-xf-list-type="ul">The beast marshal will be in a cabin on the main deck and try to emerge undetected when alerted.</li> <li data-xf-list-type="ul">The beetles are in the cargo hold and will emerge on the deck the round after the beast marshal signals for them.</li> <li data-xf-list-type="ul">Up to 10 snipers (who will serve as melee troops) are in the cabin with the marshal and will deploy, using the beetles as their front line.</li> <li data-xf-list-type="ul">The hexer and any remaining snipers (artillery) emerge on the upper deck above the main cabin.</li> </ul><p>So, any last minute advice would be appreciated. We'll see how this works.</p></blockquote><p></p>
[QUOTE="GameDoc, post: 5413142, member: 53915"] So, the next session is upcoming this Thursday, Using the advice offered here, this is my plan: 1. I capped the group to 10 characters. [LIST] [*]I gave the 10th spot to a friend who has DM'd with 4e before. I can use him as an "assisstant DM" if the need arises. [*]I won't take on new players until an existing one drops out. [*]I plan on asking the players to arrange themselves at the table so that those who haven't played 4e before this game have a "veteran" next to them who can answer basic questions. [/LIST]2. I created two squads of monsters @ 500 XP each. [LIST] [*]The second sqaud is easy to whittle down if players don't show so that the encoutner stays on target (100 XP per character), or if half the players don't show, I will just drop it altogether. [*]I doubled the damage of all monster attacks and halved the HP of the non-minions. [*]Please feel free to give feedback on the monster squads below. [/LIST]THE SCENARIO: A noble and his enterage are expected in town, but only a lone rider shows up, injured and panicked. He reports that the enterage was attacked by goblins on the road and the noble was taken captive. All others but were slain. The party is deployed to track down the goblns and try to rescue the prisoner. First is a fairly basic skill challenge of tracking the goblins from the scene of the attack, through the forest, and finally to a swampy bog, where the goblins are hiding out in a stolen river barge. Recon shows 4 goblins on watch. However the characters decide to take on the challenge they will find: Squad #1 [LIST] [*]4 Goblin Snipers = Minions (i.e., the guards) [*]1 Goblin Beast Marshal = Skirmisher (de facto leader) [*]3 Poison Beeltes = Brutes (reskinned fire beetles, because who would bring fire beetles on a wooden ship?) [/LIST]Squad #2 (which will be redced as needed for a smaller party): [LIST] [*]1 Goblin Hex Hulrer = Controller/Leader [*]Up to 14 Goblin Snipers = Minions (the first 10 will actually engage in melee). [/LIST]Notes: [LIST] [*]The 4 snipers/guards, armed with bows, will be posted on the maind deck, whihc is the same level on which the party has to board (and where the battle will presumable take place). The party could eliminate one or all of them if they are sneaky. [*]The beast marshal will be in a cabin on the main deck and try to emerge undetected when alerted. [*]The beetles are in the cargo hold and will emerge on the deck the round after the beast marshal signals for them. [*]Up to 10 snipers (who will serve as melee troops) are in the cabin with the marshal and will deploy, using the beetles as their front line. [*]The hexer and any remaining snipers (artillery) emerge on the upper deck above the main cabin. [/LIST]So, any last minute advice would be appreciated. We'll see how this works. [/QUOTE]
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