Wartime Battle missions

How about investigating a traitor who has supplied critical information about the stronghold's construction for enemy sappers? Once the PCs figure out who the traitor is, catch him, and beat the info out of him, they need to go underground and prevent the hobgoblin (or whatever) sappers from setting off the explosives. Lots of ways the PCs can handle the traitor and sappers, allowing for a bit of intrigue in what might otherwise be a slugfest.
 

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Be careful about it turning into a roll-fest. As I recall Heroes of Battle does say using averages or rolls for groups helps keep things manageable when you have large-scale battle.

As an aside, one quick way to help speed up rolling dice is to use the =RANDBETWEEN(#,#) function in Excel. With one click of my mouse I can quickly roll large sets of dice.
 

You need to have written out much of the battle beforehand. There will be only a few areas/critical points where a handful of 5th level guys can make much of a difference - and the overall battle will probably unfold much the same, regardless of your group's actions. Don't bother rolling for enemy units vs. home units etc. Just tell the players what happens 'in the backdrop', while their PCs get assigned critical mission after critical mission.

Depending on the success of those 'special forces' actions (what else are adventurers, militarily speaking?), the players might begin to see the general trend shift this way or that. And what was a close battle to begin with slowly turns into the favor of one side or the other, depending on the PCs's successes or failures - to a degree.

Keeping the balance is tricky here. You must make the players feel they can have a meaningful impact and might just sway their side's fortune enough - but they must not make the mistake of thinking their actions control the whole battle like a marionette.

Example missions and their possible impacts include:

1. Holding a key point (a defensive tower, a gate, a 'back door', a hidden entrance) for long enough for reinforcements to arrive, or against a powerful foe that 1st level warriors can't fight effectively.
-- Succeeding saves a lot of lives and takes out a chunk of elite attackers. Make sure to mention at a later date how masses of low-level grunts were sent to their deaths in another unsuccessful bid to wrest the gate/tower from the defenders, and how the enemy lost a lot more troops than planned due to this.
-- Failing the objective means a precious reserve unit has to pick up the slack, losing many fighters, and being unable to redeploy later. These people will be sorely missed in some of the fights to come.

2. Assassinating an enemy officer, or even part of its staff, in a quiet part of the front where fighting hasn't yet begun.
-- Succeeding sees the enemy redeploy in that sector, sending troops into battle haphazardly or without effective leadership. That part of the front is the last to fall, or can become a place where the defenders can rally time and again.
-- Failing the mission means there's no weak point in the enemy's assault, nowhere to take a breather, and reserves have to be committed everywhere equally instead of only at some fewer points. The whole affair is more likely to turn into an attriting grind, favoring the more numerous attackers.

3. Taking out or at least damaging a choice piece of siege equipment (think Grond) before it can be deployed.
-- Succeeding makes sure there's no one point where the attackers can assault with overwhelming force. Instead, they're reduced to conventional, high-casualty tactics. Over a few hours, this can make a big difference, even if Grond is repaired and put into the battle later.
-- Failing means there's one area of the walls (main gate, or just one breached wall) where the enemy can get in more or less unmolested. It will take many of the few resources at the defenders' command to plug this gap, if it is even possible at all. A whole city level might be lost to this alone!

4. Saving and protecting an important hero or officer of the defending side.
-- Success results in a huge morale boost, meaning people will fight longer and flee less. Make sure to have the saved NPC lead a crucial rearguard action/relief assault later on, put together from formerly fleeing/lightly wounded soldiers.
-- Failure dents morale even further. The lost hero's father/brother/friends might even lose it completely and go for a suicidal attack to join their loved one in death!

5. Behind-the-walls support activity, like putting out fires quickly using magic or mundane means (Red Hand of Doom has a nice example of this), or rallying a shattered, fleeing unit, or quickly relaying news of import ("west gate under heavy assault, need relief ASAP!"), or even stopping suicidal orders from a high command gone mad before they reach the soldiery!
-- Success/failure: varies a lot, I think I've typed enough now to give you some ideas.


Bottom line: let the battle unfold naturally, with some possible turning points in the back of your head. Success/failure of PC actions doesn't need to have immediate consequences. But if the PCs thwarted easy entrance into the city time and time again, stress how the enemy slowly bleeds itself to death against seemingly impervious walls, until their will seems to break. If the PCs managed to extricate the Lord High Mage from danger, let him turn the tide in a later skirmish somewhere the PCs can see. If the PCs stole the enemy staff's maps of the "Second Level Maze" defensive structure, give them a chance to ambush and defeat-in-detail some haphazard, disorganized enemy companies there later on. You get the gist.
 

[MENTION=20323]Quickleaf[/MENTION] any thoughts on how to locate the traitor (I have an idea who it is but I don't know how the party could find him out) I am thinking a Black Dragon in Alternate form as a Human General, obviously been preparing for many years by setting up the persona and advancing it to General of the Human kingdom...

[MENTION=78958]Empirate[/MENTION] wow some good ideas there and some good suggestions
 

I'm surprised no one has mentioned Complete Warrior yet. There is a small portion devoted all to fantasy warfare, PC objectives, complications, and results. Hopefully that will give you ideas.
 


[MENTION=20323]Quickleaf[/MENTION] any thoughts on how to locate the traitor (I have an idea who it is but I don't know how the party could find him out) I am thinking a Black Dragon in Alternate form as a Human General, obviously been preparing for many years by setting up the persona and advancing it to General of the Human kingdom...
I wasn't thinking anything so grand, but your polymorphed black dragon would probably leave certain clues related to his true nature (not just the specifics of the treachery). I would then make a logic puzzle grid (with multiple suspects and 3-4 clues) and establish mini-encounters for the PCs to learn each clue - in order to solve the puzzle they need all the clues, so these aren't the sort of clues that rely on skill checks.

Black dragon clues: obsession with acid, takes long rides in the moors but often returns sans horse (he's eaten it), always seems to sneak up on people from out of the shadows & adopts distinctly non-honorable tactics, etc.

What's the nature of the treachery? If it's the sapping like I suggested then some clues might be: receipt for lanelin or other mundane but flammable substance (which is missing from storage), requisitioning old construction maps anonymously (PCs might discover this while searching for maps prior to the anti-troll dungeon crawl), unusual fire signals being broadcast from enemy camp each night leading to search for who is responding in the besieged city, etc.
 

it's the "black dragon clues" section I am struggling with, but I like the idea of finding the materials missing and the construction maps missing, while the party are looking for maps that include the secret tunnels beneath the castle.
 

it's the "black dragon clues" section I am struggling with, but I like the idea of finding the materials missing and the construction maps missing, while the party are looking for maps that include the secret tunnels beneath the castle.

Here are some more tidbits you can use as clues...

* Black dragons prefer their food a bit rotten and prefer to allow a meal to sit in a pool of water for days to decay. Maybe some of the serving staff have caught on (but are terrified)?

* Black dragons like to hoard filthy treasure in fetid pools and sleep among the roots and muck. Maybe the general's personal habits/hygeine leave something to be desired? Maybe he has a strange stash of hoarded treasure which he periodically checks on? Or perhaps all the coins he uses for payment are exceptionally old/aged and have stain of swamp scum?

* Black dragons rule through cruelty and intimidation. There should be lots of non-nobles who've been brow-beated (or just beaten) by him, and maybe they can attest to his supernatural strength and ferocity? Maybe the chamermaid/boy who serves him always quakes in her/his boots?

* Black dragon are sometimes known as skull dragons because of their skeletal faces. Does this carry over to his mortal form?

* Black dragons, at least how I've run them, like to drown their victims. Maybe the general has a guilty pleasure he indulges in when he needs to get rid of someone, dragging the person out to the moors with his henchmen and then drowning them and leaving the body to rot in the moors?

* Black dragons thrive in darkness and shun sunlight. Perhaps the general plans most of his attacks at night even when the mostly human milita would be better served by a daylight assault?

* Then there's the oldy but goody of a fight the PCs or a closely allied NPC have with a black dragon leaving it with a severe wound. The next time the general is encountered he just happens to have a severe wound (in a spot that corresponds on the human body to where the dragon was hurt).
 

some of those are great, I don't think the Alternate form would be imperfect though because otherwise everyone with deepset features would be killed as a Black Dragon and the disguise wouldn't work but maybe he always wears a helmet because of this.

The injury sounds good but fighting a Black Dragon is a bit beyond the party at the moment so maybe an NPC noticed that when a Black Dragon annihilated a group of Soldiers who wounded it, the General who was not involved wore a gauntlet on one hand for a week even when out of his armour

The food sounds good he requests food to be cooked and brought to his room but he brings food with him so the food goes to waste before he eats it, nice
 

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