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Tips for running module 4's "The Battle for Gallo's Fend" (3.5E version)
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<blockquote data-quote="valn99" data-source="post: 5078085" data-attributes="member: 84390"><p>Hi Nebten!</p><p> </p><p>Thanks for those suggestions.</p><p>I'll see if I can find an assistant. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p> </p><p>Tell me though, how long did it take to run through the waves (and the entire battle), in rounds or in real time?</p><p>The second wave with those 4 troll mercenaries (resistant to fire and acid, no less) seems pretty tough. How did your players handle it?</p><p> </p><p>I'm also thinking about having a bag containing tokens that represent random encounters and having the players draw one token every two rounds (perhaps less often).</p><p> </p><p>Ideas for such encounters:</p><p></p><ul> <li data-xf-list-type="ul"><span style="color: white"><span style="font-family: 'RotisSansSerif-Light'">Friendly fire: A flying Timoran mage throws a fireball in the heroes’ battle field. Pick a spot advantageous for the heroes. FB – 18 dmg, Reflex DC 16</span></span></li> <li data-xf-list-type="ul"><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Deadly interference: The Steppengard mage Kelkin throws a fireball against the heroes’ forces. FB 32 dmg, DC 20.</span></span></span></li> <li data-xf-list-type="ul"><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Just Walking through: The Timoran Xorn walks through the middle of the battlefield and makes a bit attack against one of the major enemy NPCs (+21attack, 23 dmg), then continues on his way to another part of the battle.</span></span></span></li> <li data-xf-list-type="ul"><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Hear me roar!: An androsphinx flies by and makes a roar attack on the heroes’ battlefield.</span></span></span></li> <li data-xf-list-type="ul"><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Reinforcements have arrived: 4 Gallo soldiers enter the heroes’ side of the battle field.</span></span></span></li> <li data-xf-list-type="ul"><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Low morale: Pick a friendly unit and make morale checks for every NPCs, modified by their commander’s charisma.</span></span></span></li> <li data-xf-list-type="ul"><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Treason: Pick an enemy unit and make morale checks for every NPCS, modified by their commander’s charisma. Those that fail drop their weapons (“We won’t fight our dasseni brothers”, 70%) or turn against Steppengard’s army and join Gallo’s side (30%).</span></span></span></li> <li data-xf-list-type="ul"><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Friendly advice: The heroes receive intelligence information from an unknown source. That source could be one of Gallo’s Chaplain, or a renegade from Steppengard’s army. The piece of information could be about the Kelkin’s position, the content of the second wave (trolls with “abjuration magic”), etc.</span></span></span></li> <li data-xf-list-type="ul"><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Wounded flyer: A criosphinx enters the battlefield on the ennemy’s side. It’s already wounded (50% hp), having already fought in another part of the battlefield.</span></span></span></li> <li data-xf-list-type="ul"><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Lost ground: A group of wounded gallo soldiers have been forced to retreat. Put 1d4+4 soldiers on the left side of the battlemap, roughly in the center. They are all wounded (50% hp).</span></span></span><span style="font-family: 'Times New Roman'"><span style="color: white"><br /> [*]<span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Catapult!: One of the catapult throws a rock somewhere on the battle field. Determine the spot randomly. For example, taking roughtly the center square, roll 1d8 to determine scatter direction, then 1d20 for the number of squares the rock will land from the center. Damage as described in the modle.</span></span></span>Any thoughts?</span></span></li> </ul> <ul> <li data-xf-list-type="ul"><span style="font-family: 'Times New Roman'"><span style="color: white">Thanks!</span></span></li> </ul> <ul> <li data-xf-list-type="ul"><span style="font-family: 'Times New Roman'"><span style="color: white">valn99</span></span></li> </ul></blockquote><p></p>
[QUOTE="valn99, post: 5078085, member: 84390"] Hi Nebten! Thanks for those suggestions. I'll see if I can find an assistant. ;) Tell me though, how long did it take to run through the waves (and the entire battle), in rounds or in real time? The second wave with those 4 troll mercenaries (resistant to fire and acid, no less) seems pretty tough. How did your players handle it? I'm also thinking about having a bag containing tokens that represent random encounters and having the players draw one token every two rounds (perhaps less often). Ideas for such encounters: [LIST] [*][COLOR=white][FONT=RotisSansSerif-Light]Friendly fire: A flying Timoran mage throws a fireball in the heroes’ battle field. Pick a spot advantageous for the heroes. FB – 18 dmg, Reflex DC 16[/FONT][/COLOR] [*][FONT=Times New Roman][SIZE=3][COLOR=white]Deadly interference: The Steppengard mage Kelkin throws a fireball against the heroes’ forces. FB 32 dmg, DC 20.[/COLOR][/SIZE][/FONT] [*][FONT=Times New Roman][SIZE=3][COLOR=white]Just Walking through: The Timoran Xorn walks through the middle of the battlefield and makes a bit attack against one of the major enemy NPCs (+21attack, 23 dmg), then continues on his way to another part of the battle.[/COLOR][/SIZE][/FONT] [*][FONT=Times New Roman][SIZE=3][COLOR=white]Hear me roar!: An androsphinx flies by and makes a roar attack on the heroes’ battlefield.[/COLOR][/SIZE][/FONT] [*][FONT=Times New Roman][SIZE=3][COLOR=white]Reinforcements have arrived: 4 Gallo soldiers enter the heroes’ side of the battle field.[/COLOR][/SIZE][/FONT] [*][FONT=Times New Roman][SIZE=3][COLOR=white]Low morale: Pick a friendly unit and make morale checks for every NPCs, modified by their commander’s charisma.[/COLOR][/SIZE][/FONT] [*][FONT=Times New Roman][SIZE=3][COLOR=white]Treason: Pick an enemy unit and make morale checks for every NPCS, modified by their commander’s charisma. Those that fail drop their weapons (“We won’t fight our dasseni brothers”, 70%) or turn against Steppengard’s army and join Gallo’s side (30%).[/COLOR][/SIZE][/FONT] [*][FONT=Times New Roman][SIZE=3][COLOR=white]Friendly advice: The heroes receive intelligence information from an unknown source. That source could be one of Gallo’s Chaplain, or a renegade from Steppengard’s army. The piece of information could be about the Kelkin’s position, the content of the second wave (trolls with “abjuration magic”), etc.[/COLOR][/SIZE][/FONT] [*][FONT=Times New Roman][SIZE=3][COLOR=white]Wounded flyer: A criosphinx enters the battlefield on the ennemy’s side. It’s already wounded (50% hp), having already fought in another part of the battlefield.[/COLOR][/SIZE][/FONT] [*][FONT=Times New Roman][SIZE=3][COLOR=white]Lost ground: A group of wounded gallo soldiers have been forced to retreat. Put 1d4+4 soldiers on the left side of the battlemap, roughly in the center. They are all wounded (50% hp).[/COLOR][/SIZE][/FONT][FONT=Times New Roman][COLOR=white] [*][FONT=Times New Roman][SIZE=3][COLOR=white]Catapult!: One of the catapult throws a rock somewhere on the battle field. Determine the spot randomly. For example, taking roughtly the center square, roll 1d8 to determine scatter direction, then 1d20 for the number of squares the rock will land from the center. Damage as described in the modle.[/COLOR][/SIZE][/FONT]Any thoughts?[/COLOR][/FONT] [/LIST] [LIST] [*][FONT=Times New Roman][COLOR=white]Thanks![/COLOR][/FONT] [/LIST] [LIST] [*][FONT=Times New Roman][COLOR=white]valn99[/COLOR][/FONT] [/LIST] [/QUOTE]
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Tips for running module 4's "The Battle for Gallo's Fend" (3.5E version)
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