RolePlay onLine RPoL Logo

, welcome to Community Chat

12:20, 28th March 2024 (GMT+0)

Massive four-way fight.

Posted by Genghis the Hutt
Genghis the Hutt
member, 2241 posts
Just an average guy :)
Wed 16 Jul 2014
at 19:25
  • msg #1

Massive four-way fight

So there's a town, with four groups of people (6-8 people in each group) all defending the town, one group at the South, one at the North, one at the East, and one at the West gates.  They're mostly level 2's although there are a few level 3-5's.  The players are mainly age 9-14 years old.  Any suggestions?

Kingdom Defense
Successive waves.  First wave, highest level character in the party +2 halfling barbarians attack (highest level character is level 4, then 6 halflings -- if highest level character is level 1, then 3 halflings).  Then the boss, Drusinna, attacks.  Time to heal, etc., between waves, then next wave attacks.  +1 attack, +1 damage to everything, +1 halfling.  Halflings will tend to attack from range unless taunted into melee range.

At 15 minutes to the end of the period, end waves, gather everyone together for the awards ceremony in the center, who had the most killing blows against baddies, who did the most damage in one attack, whatever other awards you can think of.  We'll give out a couple awards, break for water, etc., then the hydra will attack everyone.

Drusinna, Human, in Skull Knight fullchain -- will stand back and let helfling followers fight ranged from a distance unless taunted into battle.
Can heal 10 hp with Lay on Hands 1/day
Detect Good, Smite Good (+2 attack and +2 damage) 1/day
Can rage for 6 rounds
hp 33 (41 when raging); Init +4; Spd 40 ft.
AC 14 (touch 12)
Melee +6 bastard sword 1d10+3 19-20/x2
Melee Rage +8 bastard sword 1d10+6 19-20/x2
Ranged +8 hand crossbow 1d4+2 19-20/x2
Fort +10, Ref +6, Will +8
Str 14, Dex 18, Con 12,
Int 12, Wis 18, Cha 14.

Random halfing barbarians no armor, barely any clothes -- will fight from a distance, shooting, unless taunted into close range or to protect Drusinna
Can rage for 6 rounds
hp 15; Init +0; Spd 30 ft.
AC 10 (touch 10)
Melee +2 great axe 1d12+0
Melee Rage +4 great axe 1d12+3
Ranged +2 comp longbow 1d8
Ranged rage +2 comp longbow 1d8+2
Fort +4, Ref +0, Will +0
Str 10, Dex 10, Con 13,
Int 10, Wis 10, Cha 8.

For variation, give each halfling a net.  Ranged touch attack, if successful then target is entangled, -2 penalty attack rolls, -4 penalty to Dexterity, if target fails opposed Str check, halfling can drag the person where they want. DC 20 Escape Artist (full round action) or DC 25 Str check (full round action) to burst, or deal 5 damage to the net.

The hydra attacks, every group splits back up to attack a separate head or the body (protected by the armored wings and spiked tail)

Each head:
fast healing 15 (heals 15 each round)
hp 11; Init +1; Spd 20 ft, long neck so within reason
AC 15 (touch 9)
Melee +6 bite 1d10+3, reach 15'
Fort +9, Ref +5, Will +3
Str 17, Dex 12, Con 20,
Int 2, Wis 10, Cha 9.
Sunder attack (provokes AoO) cuts head off
When a head is dead, two heads regrow within 1d4 rounds unless stump/mangled head is burned with fire.

Body of hydra
fast healing 20 (heals 15 each round)
hp 50; Init +1
AC 20 (touch 16)
Melee +8 spiked tail smack 2d6+4, reach 15'
Fort +9, Ref +5, Will +3
Str 17, Dex 12, Con 20,
Int 2, Wis 10, Cha 9.
When a head is dead, two heads regrow within 1d4 rounds unless stump/mangled head is burned with fire.

Hydras are too stupid to plan anything.  That one happened to attack right then, who's behind it, why did this happen?
steelsmiter
member, 1018 posts
GURPS, FFd6, Pathfinder
NO FREEFORM!
Wed 16 Jul 2014
at 19:41
  • msg #2

Re: Massive four-way fight

If you're talkin' d20, use the Open Mass Combat System found in Quintessential Fighter and Quintessential Barbarian (not sure if it is in part 2 of each respective book) for 3rd ed.
Genghis the Hutt
member, 2243 posts
Just an average guy :)
Wed 16 Jul 2014
at 19:54
  • msg #3

Re: Massive four-way fight

Is this it: http://www.purpleduckgames.com/qftr9
That looks interesting, but I'm looking for a way for about 30 kids to be occupied for a couple hours.
steelsmiter
member, 1019 posts
GURPS, FFd6, Pathfinder
NO FREEFORM!
Wed 16 Jul 2014
at 19:56
  • msg #4

Re: Massive four-way fight

Genghis the Hutt:
Is this it: http://www.purpleduckgames.com/qftr9
That looks interesting, but I'm looking for a way for about 30 kids to be occupied for a couple hours.

That's some of it yeah, but if you're trying to entertain 30 kids, I'd reccommend 4 GMs to get actions from each group of kids.
Genghis the Hutt
member, 2244 posts
Just an average guy :)
Thu 17 Jul 2014
at 02:08
  • msg #5

Re: Massive four-way fight

Yeah, we have 4 GM's. :)  Edit: We actually have 5.
This message was last edited by the user at 02:09, Thu 17 July 2014.
Genghis the Hutt
member, 2255 posts
Just an average guy :)
Wed 23 Jul 2014
at 05:07
  • msg #6

Re: Massive four-way fight

We have a four-day period of electives.  This week, we're building up to a new thing we started last week, a giant raid boss.

Last week, we fought a hydra, then we fought a frost dragon.  Everyone who fought the hydra was rewarded with hydrascale armor:
http://i9.photobucket.com/albu...cale_zps467b1e47.png

Then everyone who fought the frost dragon received a +1 magical weapon made from a frost dragon tooth.

We divide everyone up into 3-4 groups.  We have one person coordinating between the groups, every table is rolling independently and doing their own thing and the (mostly level 2 but a fair number of level 1's and one level 6) characters are all working together to take down the 500-ish hitpoint monster.

So, we ran "A Dark and Stormy Knight" which WotC previously used to publish for free on their website at: http://www.wizards.com/default.asp?x=dnd/oa/20050329a It's where the PC's go take shelter in a cave/hill/tomb, and fight some rats, a flying skull, 2 hobgoblins, a spider and a bugbear zombie knight.  This was run as completely separate tables.

Today the PC's went back to town only to find that some hobgoblins and bugbears had seen them go into the tomb, found the tomb "desecrated" (raided/their zombie buddy/God destroyed), so the PC's and the townspeople fought off a massive invasion of hobgoblins and bugbears on the town, with the town eventually being ransacked and the PC's/townspeople getting into all the boats in the harbor and setting sail for a port unknown.

Wed is going to be pirates and stuff, and they'll probably pick up a few potions of water breathing and maybe some air bladders for those in heavy armor or something.  We're still planning that out.

Thu will culminate in a fight with a kraken, whose challenge rating is 12.  We'll probably have mostly 1st through 3rd or 4th level characters, probably averaging around level 2 again.  We'll probably beef the kraken's hp up and nerf its damage.  Maybe give it an even 500 hp again, 2d8 damage from a tentacle, 1d6 damage from an arm, and if it hits with a successful grapple check then the next round it can bite for 4d6 damage, which should provide some impetus to get people unstuck who are grappled.  Or something.  First I need to start working on the pirates.

And I need to plan out how the characters will progress.  We don't have multiple books for them to pore over (nor the time for them to do so even if we did have books), so they're basically running "pregens that they created themselves".
"What are skill ranks?"
"You're a rogue?  Pick 8+Int mod skills and put down a 4 for each of them."
"Which skills can I choose?"
"Your Int mod is +1?  Pick 9 skills that sound rogue-like.  I recommend Disable Device, and Perception, Sleight of Hand, etc."

We're sort of a quasi-mix of D&D and Pathfinder.
Sign In