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<blockquote data-quote="Sekhmet" data-source="post: 5416679" data-attributes="member: 97602"><p>Drop in two or three Remorhaz (<a href="http://www.d20srd.org/srd/monsters/remorhaz.htm" target="_blank">Remorhaz :: d20srd.org</a>) if you want to wipe the group and force a restart to any campaign.</p><p></p><p>Good enemies for a group of 10 are generally ones that have Charm/Dominate abilities (See: Illithid, Psions, Wizards, Formian Taskmasters, etc).</p><p>Back them up with a group of 15 CR1 or 2 creatures and you have a good "boss battle" for your group.</p><p> </p><p> As Veven and TheOrcWithin suggested, traps and "timed events" can force groups to split up into more manageable situations.</p><p> </p><p> Back in the day, I remember I had 12 people I was DMing for in two seperate groups of six. I had them both active in the same world, in the same region, so whatever happened on Wednesday with group 1, group 2 could find out about on Sunday, and viceversa. It really made them feel more immersed in the story of the place, considering it was a living, changing thing with other heroes and players involved.</p><p> Near the end of their respective campaigns, they were both charged with the recovery of an item. Both were Good aligned groups, but their employers were enemies. Group 2 got to the item first, but Group 1 came in right on their tails.</p><p> I had the two groups at my place at the same time, and when Group 1 barged in on Group 2, I actually had them come into the room and play out the encounter back and forth. </p><p> </p><p> As I recall, it ended in a bloodbath, with Group 1 dieing completely and Group 2 having only their Ranger left. </p><p></p><p> They all agreed it was probably the most fun they'd had playing a campaign to that date.</p></blockquote><p></p>
[QUOTE="Sekhmet, post: 5416679, member: 97602"] Drop in two or three Remorhaz ([url=http://www.d20srd.org/srd/monsters/remorhaz.htm]Remorhaz :: d20srd.org[/url]) if you want to wipe the group and force a restart to any campaign. Good enemies for a group of 10 are generally ones that have Charm/Dominate abilities (See: Illithid, Psions, Wizards, Formian Taskmasters, etc). Back them up with a group of 15 CR1 or 2 creatures and you have a good "boss battle" for your group. As Veven and TheOrcWithin suggested, traps and "timed events" can force groups to split up into more manageable situations. Back in the day, I remember I had 12 people I was DMing for in two seperate groups of six. I had them both active in the same world, in the same region, so whatever happened on Wednesday with group 1, group 2 could find out about on Sunday, and viceversa. It really made them feel more immersed in the story of the place, considering it was a living, changing thing with other heroes and players involved. Near the end of their respective campaigns, they were both charged with the recovery of an item. Both were Good aligned groups, but their employers were enemies. Group 2 got to the item first, but Group 1 came in right on their tails. I had the two groups at my place at the same time, and when Group 1 barged in on Group 2, I actually had them come into the room and play out the encounter back and forth. As I recall, it ended in a bloodbath, with Group 1 dieing completely and Group 2 having only their Ranger left. They all agreed it was probably the most fun they'd had playing a campaign to that date. [/QUOTE]
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