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Running a zombie seige
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<blockquote data-quote="aco175" data-source="post: 6950435" data-attributes="member: 27385"><p>I ran something like this a few weeks ago when the party was 8th level and the first half went ok. They ended leading a caravan in that was stuck out in the cold being attacked and needing rescuing. When they returned to the keep, it was already under attack. They flanked the main gates and help clear that area allowing the caravan to enter before being locked again. Another wave came at them there but they were behind walls and it was easy, even with ghouls climbing up the corner tower. They were called over to a section that had fallen and needed to help the guards and defend the breech so it could be patched again. The second wave left them outside after the guards patched themselves in. </p><p></p><p>Up until now things were mostly balanced mid to hard encounters, even though they were mostly skeletons and zombies. I used 12-20 monsters in each wave mixed with ogre zombies and ghouls. The fight was mostly over by this point but the cleric cast spirit guardians that damages 3d8 points for each undead that enters the 15ft circle around the cleric. After that, I hand-waved the party walking around the fort for 10 minutes killing everything that was left and allowed them to be celebrated as heroes.</p></blockquote><p></p>
[QUOTE="aco175, post: 6950435, member: 27385"] I ran something like this a few weeks ago when the party was 8th level and the first half went ok. They ended leading a caravan in that was stuck out in the cold being attacked and needing rescuing. When they returned to the keep, it was already under attack. They flanked the main gates and help clear that area allowing the caravan to enter before being locked again. Another wave came at them there but they were behind walls and it was easy, even with ghouls climbing up the corner tower. They were called over to a section that had fallen and needed to help the guards and defend the breech so it could be patched again. The second wave left them outside after the guards patched themselves in. Up until now things were mostly balanced mid to hard encounters, even though they were mostly skeletons and zombies. I used 12-20 monsters in each wave mixed with ogre zombies and ghouls. The fight was mostly over by this point but the cleric cast spirit guardians that damages 3d8 points for each undead that enters the 15ft circle around the cleric. After that, I hand-waved the party walking around the fort for 10 minutes killing everything that was left and allowed them to be celebrated as heroes. [/QUOTE]
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