|
Post by sparkusclark on Feb 10, 2016 3:09:34 GMT
Has anyone ever done a siege event? If all goes well (does it ever?) there's going to be an orc tribe attack on the small town of Phandalin. I'm thinking that most folk will take shelter in both the Inn and the Townmaster Hall and the PC's will have to choose one to reach/defend.
Ideas I'm going through right now include:
-A series of STR or DEX checks to put out the thatch roof that has been set on fire (put out or toss the thatch off the roof) -STR checks to block/hold doors and windows or a skill check of some kind to barricade them (which skill would that be?) -Sniping from windows. -Calming villagers. -And seeing if there's any oil in the kitchen to heat up (because someone probably will)
Any other ideas/suggestions?
I'm trying to get an 'Assault on Precinct 13' feel going for it. Also, I am many sessions out from this being an event.
|
|
|
Post by lasersniper on Feb 10, 2016 10:49:43 GMT
I honestly only ran one and that was on the fly in a town. It went well though. I made it really free form. What happened is that the PC's handled one side of the town fight and every round I would roll 2 d20's for each side. Whatever side lost in a roll off would lose 5 troops. The attackers had a +1 because they were better fighters by a little. It went well and my players enjoyed it.
|
|
|
Post by joatmoniac on Feb 10, 2016 15:23:05 GMT
I think this could be a lot of fun for your players. Do you have a plot point/thought for how to make sure they can only get to one of the two and not split up the party to get to the inn and the hall? Not sure about your players but I know some would try to do both at all costs. I like the list you have of things to do there for the party. I would probably add in perception checks to know where the enemies are outside and what they are doing. For the block/hold doors I would certainly have strength, but maybe throw in a survival check as another option to help balance the physical/mental attributes associated with the checks. Hope some of that is helpful!
|
|
|
Post by sparkusclark on Feb 11, 2016 3:30:18 GMT
I think this could be a lot of fun for your players. Do you have a plot point/thought for how to make sure they can only get to one of the two and not split up the party to get to the inn and the hall? Not sure about your players but I know some would try to do both at all costs. I like the list you have of things to do there for the party. I would probably add in perception checks to know where the enemies are outside and what they are doing. For the block/hold doors I would certainly have strength, but maybe throw in a survival check as another option to help balance the physical/mental attributes associated with the checks. Hope some of that is helpful! -Hmm. No, I haven't thought of a way to keep them from splitting up. Even a timed event (something that happens at either location if they take too long deciding) may cause a split. And a two-way session would be difficult to keep at the level of tension you'd want. -Good call on the Perception checks, and I like the idea of utilizing Survival as a 'I'm-in-the-middle-of-an-emergency-what-do-I-do?' skill. Plus, now that I check, Survival is a WIS-based skill, so it could work as a WIS-save of sorts.
|
|
|
Post by sparkusclark on Feb 11, 2016 3:31:35 GMT
I honestly only ran one and that was on the fly in a town. It went well though. I made it really free form. What happened is that the PC's handled one side of the town fight and every round I would roll 2 d20's for each side. Whatever side lost in a roll off would lose 5 troops. The attackers had a +1 because they were better fighters by a little. It went well and my players enjoyed it. I could easily use that. Lose 5 or so villagers, etc. How did they eventually make it out?
|
|
|
Post by sparkusclark on Feb 11, 2016 3:33:28 GMT
And for the Attackers:
-Bust down doors/windows. -Set fire to the roof. -Sneak in through upper story. -Harrass one area to draw attention while real focus is on weaker point.
Any other ideas (or movie suggestions for ideas)?
|
|
|
Post by lasersniper on Feb 11, 2016 3:46:59 GMT
I honestly only ran one and that was on the fly in a town. It went well though. I made it really free form. What happened is that the PC's handled one side of the town fight and every round I would roll 2 d20's for each side. Whatever side lost in a roll off would lose 5 troops. The attackers had a +1 because they were better fighters by a little. It went well and my players enjoyed it. I could easily use that. Lose 5 or so villagers, etc. How did they eventually make it out? They managed to chase them out, but the burly fighting mayor was critical injured and his son killed. The town lost about a quarter of their forces, though they could have lost more if the enemy hadn't retreated.
|
|
|
Post by DM Windhover on Feb 11, 2016 14:38:16 GMT
Be A Better Battle Master VideoSome of the best ideas I've seen on large scale combat (which I think will tie into some of the original post's ideas as well as Joat's point about making sure people can't just do both) are in this video. I don't have the supplement he created, but even the basic ideas from the video are pretty great for planning the type of battle you're talking about.
|
|