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Running a large battle scene

Gwaihir

Explorer
So I think in my next session, Im going to have the dwarven city that the party dwells in completely taken over by ghouls from the White Kingdom. The party is away at this point, dealing with a religious ceremony in a far away city, so they will likely teleport themselves into in the midst of this.

Any pointers or advice on how to run the party in a city filled with (Lets say) 1000 ghouls?

Thanks
G
 

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I run scenarios like that as short fights interspersed with scenes of the battle. It depends some whether they're teleporting in to a safe location or not.

If they start somewhere safe, explain the battle in broad strokes, give them a few obvious places to go (an NPC they recognize getting attacks, a battlement getting overrun, whatever).

If they teleport somewhere overrun already, all the better. Just drop them straight into a fight.

Then, after each fight, give a quick overview of how the battle is going. I usually explain it with quick cuts, hitting three to five events with one sentence each, then jumping into the next choice or encounter.

But there's no reason to run the rest of the fight at all. Just determine what the PCs could do to turn the tide and focus on their actions.

Cheers!
Kinak
 

I have done a range of battle type scenarios...including one recently where the party led 60 elite Sigil troops against what turned out to be 200 githyanki, some elite githyanki leaders, a dragon, and another dragon with a rider...and this part of a larger battle, which took place in a shifting and congested urban warpscape (moving tactiles up and down with beer bottles was involved).

And then the Sigil troops turned against the party. But I digress.

Basically, think of cool things the party could do in a situation like this, and then ways that they might happen, including things they initiate themselves. Some ideas:

  • Scouting undead filled areas without getting caught
  • Securing key weapons (siege, magical, ect) either in tenuous allied control or held by the enemy
  • Targetting enemy leadership, and defending their own
  • Similarly, securing key terrain, building, or food or water stores
  • Rescuing pockets of allies, either civilians or combatants that then join the fight
  • Negotiating with possible allies or holdouts to join the wider fight
  • Dealing with personal complications (PCs often don't have these... but still) involving people they know captured, killed, injured
  • Maintaining allied moral
  • Infiltrating or going against key targets themselves
  • Leading small groups of allies
  • Leading big groups of allies



I am sure you can think of all kinds of things.
 
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First off you should decide what goals do the ghouls have beside the standard kill and eat everyone. Are they looking for an artifact, here to kill someone(s) in particular, or using the confusion to slip a spy into the city? Whatever those goals my be, they should be one of the two major determinations for where combat will be concentrated. The second is where the defenders are able hold off their progress within the city. Unless you concentrate all the ghouls into one location, which would be rather boring (not to mention a lot easier to destroy), the players should encounter several the following potential situations while moving through the city:
1} Ghouls vs Guardsmen (of which there will be 3 types: evenly matched, ghouls winning, and guardsmen winning.)
2} Ghouls vs Civilians (this includes mid to high lvl NPCs; I would put the win vs loss at 75% in ghouls favor, 20% evenly matched and 5% in civilian favor)
3} Panicked Civilians/Mob fleeing. (Risk of being trampled, separated, etc)
4} Areas devoid of activity and so no signs of combat. (These can be used not only as a breather for the players, but if placed near other areas of combat, can add weight to the struggle between the two forces. Maybe its clear here because the guardsmen are not willing to allow a single ghoul past [Guardsmen taking extra risks to stop ghouls thus causing them to be losing].)
5} Areas devoid of activity, but clear signs of combat. (Most of these should depict slaughtered civilians. Though a couple should have a large group of ghouls with a few guardsmen and/or mid to powerful NPCs)
6} Ambushes (This can be from the ghouls, nervous guardsmen who didn't take time to check who it was before attacking, or even a group of enemies the players might have made within the city.)
7} Looters/Scavengers (Depending on how well known [or obviously powerful] the players are should determine how likely these two groups will attack the players.)
8} The lone Ghoul. (One or two wandering around in an area should make the players wary and it can either call or run for help.)
9} Roving group of Ghouls/Guardsmen (Both should have sustain damage from whatever fighting they have just recently won and are on to the next task. Ghouls can either be dealt with or hidden from. Guardsmen can be directed to help trouble locations, give important information on how nearby parts of the city are fairing and/or travel with the player to assist however they can.)

Honestly, if you don't have a map of the city, I would make one or find something something decent online to depict one (doesn't have to be the city). On a spare copy, mark down the locations where the above situations will be when the players are going to arrive. Set up a basic flowchart to show the course the battle across this city as if the players did not interfere. Determine a general rule for conflict between groups, IE. Ghoul groups kill half of a Civilian Mob in 5 rounds, etc. While this flowchart will be shot to :):):):) once the players start interacting with the various encounters, if done right you should still have a general feel for how the city fairs until it done.

Best of luck and hope you enjoy.
 

You might want to look into the Heroes of Battle book for some rules and guidelines for doing large scale battles, if that might be a thing. It also has rules for dealing with war and victory conditions and such.

If the party has a caster that can use Hide From Undead, then you'll likely have to work around that. Note that it can't be affected by Persistent Spell since it's not a personal or fixed range spell, so you probably don't have to worry about it being up for a whole day.
 

You could look at 1e/2e Battlesystem rules (which I didn't care for, as it was more a miniatures war game than D&D).

You could look at Pathfinder Ultimate Campaign book which includes more extensive rules as were used in the Kingmaker AP for large battles - I thought it did a better job than the original Battlesystem rules.
 

How you handle mass combat depends on the PC's role in it and how much time you have on your hands.

If the PC's are in the role of common soldiers, you should give them a soldiers eye perspective. Probably the easiest way to do this is with an event key where the PC's witness or get embroiled in the larger events around them. This is essentially a series of encounters occuring in quick succession.

If the PC's are in the role of essential heroes, you should give them the soldiers eye perspective but you should be come up with a way of tracking their role in the battle, awarding points for completing certain objectives and for how many units they destroy. If they complete above a certain threshold, they win the battle.

If the PC's are in the role of commanding generals, if possible you should assign each PC a certain number of units in their command and play out the battle using mass combat rules of some sort focusing on the battle and the orders that the PCs issue and the characters skill in command and only occasionally on the PC's role in it and their skill in battle. Large battles take a long time to set up and play out though, so only play out the battles that are important enough to justify it.

It's also possible to mix that up with heroes being units in the battle and some players largely interacting as a unit and others largely interacting as commanders.
 

One thing I've done in huge battles that has worked well is to not give all individual monsters/NPC's hit points.

I had minions who went down after one or two hits, and that has really sped up play. Somewhat similar to 4E's "Minion Rules," this allows you to quickly speed up combat.

Of course, named villains/monsters have full hit points that are tracked normally. But everybody else gets nothing and they like it!
 

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