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Whybird
Aug 2, 2009

Phaiston have long avoided the tightly competetive defence sector, but the IRDA Act 2052 has given us the freedom we need to bring out something really special.

https://team-robostar.itch.io/robostar


Nap Ghost
Oh -- even better -- make it about the hoarding.

"You are now aware of the process to complete your transformation. You have already proved yourself to be a superior being through your will and determination to accept the aboleth's ritual: but it is not complete, because you do not have the fitting reward that a superior being deserves. You deserve a hoard.

Really, every single gold piece in the world is yours by right, but obviously the lesser beings who inhabit it don't understand your perfection, so you may need to hide this fact from them. It is hard not to become angry when you see them frivolously using gold - YOUR gold -- to trade for such petty things as a mug of ale or a new sword, and you have to fight the urge to take your treasure from them by force.

This injustice gnaws at you, like fingernails on a blackboard, and you are sure that the reason your transformation hasn't completed yet is the imbalance created in the world between how superior you obviously are, and how much treasure is still in the hands of other, lesser beings."

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Kaiser Schnitzel
Mar 29, 2006

Schnitzel mit uns


My players are about to lie their way into a fancy, inbred half-elf aristocrat’s party to try and figure out who stole his giant gem and why (maybe the drow? Idk) and I have no idea what to prepare and what to prepare for. Just have some NPCs ready to go? Probably a map of his mansion?

I feel like I’ve accidentally created a sandbox for myself but I don’t actually know what is going on either.

Colonel Cool
Dec 24, 2006

When I'm doing a social event like a party I like to prep a handful of conversation topics from various NPCs. Just like a sentence or two summary for each of them.

Reveilled
Apr 19, 2007

Take up your rifles

Kaiser Schnitzel posted:

My players are about to lie their way into a fancy, inbred half-elf aristocrat’s party to try and figure out who stole his giant gem and why (maybe the drow? Idk) and I have no idea what to prepare and what to prepare for. Just have some NPCs ready to go? Probably a map of his mansion?

I feel like I’ve accidentally created a sandbox for myself but I don’t actually know what is going on either.

I think parties do benefit from a bit of extra prep if you want them to really feel like a party.

Unless you think there's going to be actual combat, I'd actually recommend against preparing a map, and if you do think there'll be combat, don't show the party the map until someone wants to start a fight. At most, a rough seating plan for the dining table (if it's a dinner party), or if there are discrete groups at the party, a diagram of the main room showing that Lady Chatterley's clique is over in this corner, while Lord Darnley's and his friends are over here by the fireplace.

Instead, I'd recommend finding pictures of the various rooms the party is taking place in, and show these to the players as they move from room to room, basically the same way a visual novel would. It's easier to convey the feeling of an opulent space through that sort of imagery than a floorplan, and players will focus on the social aspects of a party more when they're not doing the "have a plan to kill everyone you meet" thing that bringing out the miniatures can do.

At any party, there's always more than one thing taking place. There's the party in the main room, and there's the "party" in the side room where some of the people who don't really like parties have congregated to argue about politics or anime or D&D or whatever. For these things, I'd make a list of 10 people I expect to be at the party. Hopefully you have about 10 local nobles or notables who could be in attendance, if not, make some up! Then have topics of conversation and events which happen at the party. If the players are planning to participate in the party, these topics of conversation can be used to give the NPCs something to talk about. If the players are fish out of water, it can be banal gossip about people they're expected to know, or stuff about some politics bullshit that the nobles care a lot about, this also means you can kind of make it up on the spot (e.g. Lord Darnley tells the players "The main reason I'm really here is to see if Lady Chatterley and Countess Sophia get into a fistfight again like at the ball last week. Highly entertaining, a shame you missed it." ) You also want to prep a few events, the sort of things people who went to the party will tell people about the next day. Maybe Lord Darnley gets so drunk he does sexy dancing on a table. Maybe Lady Chatterley and Countess Sophia do get into another fistfight.

There's also the cooking and serving and washing dishes taking place in the back (and possibly an afterparty for the servants once the nobles are done). You don't need to do any prep for this unless it will be relevant, but if the servants' side of the party is going to be part of the group's infiltration, you want to prep some of the servants (you can prep fewer main partygoers).

And then there's the actually interesting thing you want to prep, which is whatever's secretly happening at the party that you want the group to catch on to. Make sure you think up some private areas for the party. That might be the Noble's art gallery, or some bedrooms, a study, an entire abandoned wing, or a hidden area. At almost every fictional party, the real drama happens in the private area. Some of your partygoers should be in these areas from time to time. Maybe they're drunkenly making out, or a teenager dragged along by her parents goes off to explore the abandoned wing, or the host and a guest go off to discuss some shady "business", but if the players see people going off to private rooms, they know those rooms exist, and can then use them to their advantage. You get different sorts of drama depending on if the players see the NPCs going to those rooms vs leaving those rooms vs being themselves invited to those rooms. This is where the events at the public party come in, they command the attention of the guests, giving your players or the NPCs the opportunity to slip away unnoticed.

That might seem a bit overkill, I'm not sure, but at an absolute minimum here's what I do:
Obtain at least two pictures, one of the main party room, one of the private space relevant to the PCs interests. Have these visible when PCs are in them.
Make a list of at least 10 NPCs, usually attendees but possibly some servants. If you need to make people up, this can just be name and profession/title, but I'd recommend at least one relationship (e.g. "Wife of Lady Chatterley")
Make a list of 5 topics of conversation.
Make a list of at least 2 memorable events that steal the party-goers' attention.
Make sure at least some of the attendees move off to one of the private spaces at some point during proceedings to make clear those spaces exist and can be visited.

Reveilled fucked around with this message at 16:59 on Jul 30, 2020

TooMuchAbstraction
Oct 14, 2012

I spent four years making
Waves of Steel
Hell yes I'm going to turn my avatar into an ad for it.
Fun Shoe
When in doubt, add a murder mystery and turn it into a game of Clue. :v:

moths
Aug 25, 2004

I would also still appreciate some danger.



You could also just play the scenario out on a clue board but that sets an expectation of a crime.

Morpheus
Apr 18, 2008

My favourite little monsters

moths posted:

You could also just play the scenario out on a clue board but that sets an expectation of a crime.

Absolutely do this, with no foreword. Just be like 'okay you enter the manor', then wordlessly pull out a Clue(do) board and put their minis on it, as well as a number of other minis. Answer no follow-up questions about the board.

Syrinxx
Mar 28, 2002

Death is whimsical today

[5e] Sent a Bodak at my party last night as part of an undead encounter in the Mere of Dead Men. A+ would recommend this monster, it was a very tense fight and the players felt really accomplished when they beat it.

My Lovely Horse
Aug 21, 2010

Looking over my plans for the party to explore a distillery and encounter a Djinn, and wondering if it would be the right kind of funny if after a grueling battle he didn't grant them a wish but merely a whisky.

... that particular pun flows a bit better in my native language, trust me it's even sillier.

Whybird
Aug 2, 2009

Phaiston have long avoided the tightly competetive defence sector, but the IRDA Act 2052 has given us the freedom we need to bring out something really special.

https://team-robostar.itch.io/robostar


Nap Ghost

My Lovely Horse posted:

Looking over my plans for the party to explore a distillery and encounter a Djinn, and wondering if it would be the right kind of funny if after a grueling battle he didn't grant them a wish but merely a whisky.

... that particular pun flows a bit better in my native language, trust me it's even sillier.

First they should have to rid him of troublesome spirits.

sebmojo
Oct 23, 2010


Legit Cyberpunk









Whybird posted:

First they should have to rid him of troublesome spirits.

And he's probably a little weak, he might need a tonic

Gort
Aug 18, 2003

Good day what ho cup of tea

Syrinxx posted:

[5e] Sent a Bodak at my party last night as part of an undead encounter in the Mere of Dead Men. A+ would recommend this monster, it was a very tense fight and the players felt really accomplished when they beat it.

I remember these guys from 3e being, "You saw the monster, now save or die", what're they like these days?

Morpheus
Apr 18, 2008

My favourite little monsters

My Lovely Horse posted:

Looking over my plans for the party to explore a distillery and encounter a Djinn, and wondering if it would be the right kind of funny if after a grueling battle he didn't grant them a wish but merely a whisky.

... that particular pun flows a bit better in my native language, trust me it's even sillier.

Even in english they could encounter a drunk djinn who offers "a wish..." then sorta just trails off and maybe passes out. They make their wish, and it's sorta perverted into some kind of whiskey. When they get annoyed, he just says "Nah, you shee, I told youuuuu I'd *hic*, I'd grant you any wish...*hic*...any wishkey you deshired."

JonathonSpectre
Jul 23, 2003

I replaced the Shermatar and text with this because I don't wanna see racial slurs every time you post what the fuck

Soiled Meat
Hi again GM advice thread. I'm looking for some ideas on the greatest game of armored combat ever, BATTLETECH!

The PCs are currently citizens of the Federated Suns (House Davion). When they graduate they will be going to war against the Draconis Combine (House Kurita)

The Knight: Latest graduate of a military family that has a long history fighting the Dragon (Draconis Combine), upholds honorable behavior
The Dragon: A full-blooded Kuritan whose family fled the Draconis Combine for the Federated Suns 20 years ago, has suffered terrible racism
The Swordsman: Inherited a legendary BattleMech famous throughout the realm, family runs a company that licenses its image and makes big $
The Driver: A natural pilot who's able to drive or fly almost anything, looking to get famous however he can

The situation: My PCs are students at a military academy. They are one semester from graduation. One of them has been working on a secret project modifying an old beat-up trainer 'Mech. The entire squad has been in on this and they've had to break quite a few rules along the way. They just finalized the project and decided what they would do was go out and take video of it in action and then present it to their CO as a fait accompli.

They went out to do the trial, the NPC in their squad "won" the straw-drawing to pilot the test 'Mech. The modification they made greatly increases the 'Mech's top speed for a short period of time and the longer you use it continuously there is a cumulative chance it damages a leg. So ole hoss gets up in the test 'Mech and starts heading out at speed. They have a drone alongside getting telemetry on walking speed, running speed, etc. They do the test, everything works, they are all happy. NPC suggests reviewing the footage while he heads back. They all start doing this.

After a minute, someone notices NPC has continued to move away from them, engaging the turbo from time to time. When they try to raise him on comms there's nothing. Just a second later they get a panicked radio call that a hostile Dropship is inbound on their position. A sleek black assault Dropship escorted by 2 Shilone fighters roars by overhead, in the direction the NPC went with the test 'Mech.

They get a radio call from the Dropship and discover that this is one of the elite units of the Draconis Combine. It's also their characters from our last BattleTech campaign 3 years ago. :getin: They tell these students they are here to get their 'Mech and their agent and to stand down. The PCs see that the test 'Mech has finally been pushed too hard and has damaged a leg and is now limping along but it's got a great head start.

They've decided to pursue and fight. The NPC left them a video with pretty solid evidence that he worked alone and they were clueless and basically said, "Hey, hope this doesn't gently caress you guys too bad, I kinda liked some of you BUT long live the Dragon!" They are pretty sure that even with this exoneration their military careers are over if they just let this guy off the planet without a fight and probably over no matter what. So in their 5 55-ton Chameleon training 'Mechs they are now rushing forward over a featureless flat plain bound for a showdown.

It's very likely they are going to get shot to poo poo. Their enemies are elite 'Mechwarriors and will have supporting fire from the grounded Dropship and every 3rd turn strafing runs from the Shilones. BTW this isn't GM fuckery, this is a veteran group of players and they completely understand just how long the odds are against anything but them getting stomped, green students vs. elite mercs with air support is a tough row to hoe. It will be very hard for them to win, but they could scavenge a victory out of this utter disaster by totally destroying the test 'Mech or capturing/disabling at least 2 of the mercenary 'Mechs. Very unlikely, but possible, and might be enough to keep them in school.

So what happens if they win? What happens if they lose?

admanb
Jun 18, 2014

Regardless of how the fight turns out it seems inevitable that there's someone out there (secret ops group, mercenary squad, corporate or independent R&D) that would notice and be interested in a squad of trainees that (a) had the technical chops to develop a piece of custom tech interesting enough to be hijacked by the Draconic (b) had the bravery/stupidity to fling themselves into battle against an elite squad in training mechs and (c) (maybe) even caused some meaningful damage. They could float around with that team for a while until it's inevitably dragged into the war and they slip their way back into military service sideways style.

habituallyred
Feb 6, 2015
Comstar is going to be all over this Supercharger business, win or lose.

I think the opfor is going to help them destroy the prototype if they manage to leg it. Plus or minus running off with a leg using the club rules.

If the players lose they could find themselves relegated to a purely technical position. The only chance they have to even look at a mech is during field testing. Naturally they have a chance to get back in the cockpit when their secret facility is infiltrated and attacked by Comstar.

Gwen
Aug 17, 2011

I'm running a homebrew setting (alt-history earth, ~1960s analog tech) with gurps lite, though that's not all that important. One of my players' has a pet ostrich that they adopted way back when and while it's good comic relief and sometimes the player does some neat stuff with it, for the most part it just kind of exists in the background and I think that's a shame but I don't really have any ideas of how to change that.

What are some hijinx animal companions could get up to?

Gwen fucked around with this message at 07:55 on Aug 1, 2020

ILL Machina
Mar 25, 2004

:italy: Glory to Italia! :italy:

Ayy!! This text is-a the color of marinara! Ohhhh!! Dat's amore!!

BFC posted:

What are some hijinx animal companions could get up to?

Out of combat:
Mounts, fetching, NPC breeder or show interactions, connecting you with druids and other nature types, teaching your other party members to get some skills from the pet in downtime, animal to animal communications

In combat:
Providing flanking/distraction/advantage

paradoxGentleman
Dec 10, 2013

wheres the jester, I could do with some pointless nonsense right about now

Me and some players are getting set up for a Spellbound Kingdoms game and frankly I have no idea how to get the ball rolling.

At first I wanted to have them make their characters and I'd tailor make a story for them, but they told me that they would have preferred knowing what kind of plot I had in mind for them, so they can make something that fits it. Limitations breed creativity and all that.

Me: "Here's what I got: someone in your little town, where you were big fishes in a small pond, has been nicked by the kingsmen. It is now a terrible time to be someone aflame with Passions the way you are. You half suspect that your neighbors are getting ready to denounce you as it stands. So it's time for an expeditious retreat, escaping the baleful eyes of the kingsmen's lanterns..."

One player: " I'd be a bit wary of starting a sandbox campaign off by summarily removing all connections the characters have to the world by making them flee their home, suddenly you've got people who have just left many of their inspirations behind and are expecting them to find reasons to do exciting things in a city that is likely to be under closer noble attention than their old town."

Me: "...gently caress."

That same player suggested having only some of the players escape the kingsmen and the other players welcoming them. And, I guess that's an option. But I haven't even started and already I'm failing to account for things. What's going to happen as the game progresses?

e: can I get some advice for GMing Spellbound Kingdoms in general? It's been ages since I GMed this crunchy of a game and I suddenly feel grossly unqualified for it.

paradoxGentleman fucked around with this message at 16:45 on Aug 1, 2020

Syrinxx
Mar 28, 2002

Death is whimsical today

Gort posted:

I remember these guys from 3e being, "You saw the monster, now save or die", what're they like these days?
The PC can avert their gaze but of course that means disadvantage on attacks and no spells that require sight. If you don't look away and fail the save by more than 5 you drop to 0 hp

They are nasty but the players enjoyed the encounter. Some quicksand traps near the Bodak made it extra challenging.

ILL Machina
Mar 25, 2004

:italy: Glory to Italia! :italy:

Ayy!! This text is-a the color of marinara! Ohhhh!! Dat's amore!!

Syrinxx posted:

The PC can avert their gaze but of course that means disadvantage on attacks and no spells that require sight. If you don't look away and fail the save by more than 5 you drop to 0 hp

They are nasty but the players enjoyed the encounter. Some quicksand traps near the Bodak made it extra challenging.

Interesting that this would be a thing given that "facing" is optional in 5e. Seems like it would be easy enough to do in a one unit fight, though.

Midig
Apr 6, 2016

Hey! I am creating magical items for my players, which is semi-driven by them. They can spend an inspiration point after a session and receive a schematic for a magical item. So far I have created for my level 3 players:

Edge of dawn:
https://homebrewery.naturalcrit.com/share/23WhmmgA_
Divulger of secrets:
https://homebrewery.naturalcrit.com/share/aqMD7ljvW

To create an item they give me:

Recourse: Steel, silver, gold, bone
Shape: Sword, necklace, drum etc.
Theme: Fire, time, ice, retribution, shadows
Purpose: To make me jump higher, to avoid being hit, make me good at killing goblins.

In this case my player gave me:

Recource= Silver and topaz
Item = Ring
Purpose = To make me avoid being hit or targeted
Theme = Fear

I am willing to take suggestions. I though either an item which creates fear in enemies as a reaction to being attacked. Or maybe creates defenses if she curles herself up.

TooMuchAbstraction
Oct 14, 2012

I spent four years making
Waves of Steel
Hell yes I'm going to turn my avatar into an ad for it.
Fun Shoe

Midig posted:

In this case my player gave me:

Recource= Silver and topaz
Item = Ring
Purpose = To make me avoid being hit or targeted
Theme = Fear

I am willing to take suggestions. I though either an item which creates fear in enemies as a reaction to being attacked. Or maybe creates defenses if she curles herself up.

This ring can have up to 6 charges, and regains 1d6+1 charges at the beginning of each day. When you are targeted by a melee or ranged attack, you may use your reaction to spend a number of charges accordingly:

- 1 charge: The attacker must make a Wisdom saving throw. If they fail, they are forced to direct the attack to a random valid target; if there are no other adjacent targets, they may not attack.
- 2 charges: The attacker must make a Wisdom saving throw. If they fail, they become Frightened of you for 1 minute and may not attack you for that same duration. They may repeat the saving throw at the end of each of their turns; on a success, both effects are removed.

As an action, you may shatter the topaz set in the ring, destroying the ring. All targets of your choice that you can see within 60' must make a Wisdom saving throw (DC 15). On failure, they become Frightened of you and must use their action each turn to take the Dash action to move away from you. They may repeat the saving throw at the end of each of their turns.

Midig
Apr 6, 2016

Ok. Tell me what you think of this. I kind of wanted to do several things with this.

1. Incite slight or menacing fear in others.
2. Make the character choose to succumb or overcome their own fear.

https://homebrewery.naturalcrit.com/share/utNmaA0MI

pog boyfriend
Jul 2, 2011

Midig posted:

Ok. Tell me what you think of this. I kind of wanted to do several things with this.

1. Incite slight or menacing fear in others.
2. Make the character choose to succumb or overcome their own fear.

https://homebrewery.naturalcrit.com/share/utNmaA0MI

the fight or flight stuff seems really weird and fiddly. it can absolutely break many encounters(a condition where i have to attack the enemies using charm spells, and am immune to charm basically destroys encounters based around puppet master enemies using charm spells) but it does nothing to many others. on the other hand, flight would almost never be used, unless you were surrounded by enemies and one of them happened to use a fear effect for some reason, or if a dragon appeared at random

SkySteak
Sep 9, 2010
This isn't so much direct DM advice but it was something that I was speaking about a few weeks ago and feels relevant now. For those whom were recommending Witch & Craft, do you feel the (quite expansive) review left on it was fair?

https://www.drivethrurpg.com/product_reviews.php?products_id=303301

Just a warning it's quite massive but it seems quite thorough . I know a few people here have actively used the supplement in campaigns so I wanted to gauge if it was off the mark or quite true to what people have experienced.

admanb
Jun 18, 2014

SkySteak posted:

This isn't so much direct DM advice but it was something that I was speaking about a few weeks ago and feels relevant now. For those whom were recommending Witch & Craft, do you feel the (quite expansive) review left on it was fair?

https://www.drivethrurpg.com/product_reviews.php?products_id=303301

Just a warning it's quite massive but it seems quite thorough . I know a few people here have actively used the supplement in campaigns so I wanted to gauge if it was off the mark or quite true to what people have experienced.

I think it's a really solid review in that it tells us a lot both about the supplement and about how the author and his group approach the game. You shouldn't come away from it thinking "supplement good" or "supplement bad" but about how it would fit into your game.

pog boyfriend
Jul 2, 2011

SkySteak posted:

This isn't so much direct DM advice but it was something that I was speaking about a few weeks ago and feels relevant now. For those whom were recommending Witch & Craft, do you feel the (quite expansive) review left on it was fair?

https://www.drivethrurpg.com/product_reviews.php?products_id=303301

Just a warning it's quite massive but it seems quite thorough . I know a few people here have actively used the supplement in campaigns so I wanted to gauge if it was off the mark or quite true to what people have experienced.

its a weird review because you read it all and go "man this guy hates this book" and it pops out with a 4/5 at the end. i think it is fair because it was well reasoned, even if completely nitpicky(i have had nitpicky players before so i know that is a real concern), and 4/5 is a reasonable end result for the book. i personally liked it more than that, but i am a lot more loose with rules than others

ILL Machina
Mar 25, 2004

:italy: Glory to Italia! :italy:

Ayy!! This text is-a the color of marinara! Ohhhh!! Dat's amore!!

SkySteak posted:

This isn't so much direct DM advice but it was something that I was speaking about a few weeks ago and feels relevant now. For those whom were recommending Witch & Craft, do you feel the (quite expansive) review left on it was fair?

https://www.drivethrurpg.com/product_reviews.php?products_id=303301

Just a warning it's quite massive but it seems quite thorough . I know a few people here have actively used the supplement in campaigns so I wanted to gauge if it was off the mark or quite true to what people have experienced.

One of his problems is "copious amounts of grumbling and discussing with the GM of what is and is not a proper recipient of the generosity boost."

I don't see that being a problem at my table. I tend to only allow criticism of DM fiat after the session. And I would give the player the benefit of the doubt until they started exploiting it anyway.

A lot of the criticism is about needing flexibility with the rules and that the technicalities could be tighter. Fixable, I guess. I don't share the opinion that 5e falls apart if things aren't perfectly balanced in combat (or, really, that combat is a strong suit at all), so I'm inclined to appreciate the flavor and framework concepts over prefect technical execution.

ILL Machina fucked around with this message at 22:18 on Aug 12, 2020

paradoxGentleman
Dec 10, 2013

wheres the jester, I could do with some pointless nonsense right about now

I'm about to start GMing a Spellbound Kingdoms game and I thought to myself "I should draw a map of the initial starting location" and was hit by just this huge wave of nostalgia for the time I used to play D&D with my high school acquaintances and draw maps for them.

Anyway, does anyone know any good map-making programs?

pog boyfriend
Jul 2, 2011

paradoxGentleman posted:

I'm about to start GMing a Spellbound Kingdoms game and I thought to myself "I should draw a map of the initial starting location" and was hit by just this huge wave of nostalgia for the time I used to play D&D with my high school acquaintances and draw maps for them.

Anyway, does anyone know any good map-making programs?

azgaar is good for generating large maps procedurally, i like to use that and fill in details with wonderdraft

Sanford
Jun 30, 2007

...and rarely post!


Anyone have any advice on running large-scale combat? The denoument of the campaign I've been running for my friends kids is coming up and it's an army of goblins laying seige to the town. I had been planning to do "the battle rages around you, you need to deal with the giant, the shaman & his summoned undead, and the goblin chief" but they've gathered a lot of allies and want to face off their army against the goblin army. I can see this descending into a never ending confusing mess of dice rolls and trying to keep track of dozens of sets of HP. I'm looking for any ways of running this that keeps things straightforward while still letting them feel they are in control of the whole battle.

If it helps, we are playing simplified D&D - all skills are condensed down to Strength, Speed and Brains, we use Magic Points instead of spell slots, and they accept 100% my interpretation of actions (rather than needing a close reading of the rules to work it out). Also if course, because it's kids, it doesn't need to be fair (on me) - it just needs to be fun.

Dameius
Apr 3, 2006
Each ally leads a group of fighters that is collectively represented by a single dice. The attack is going on over a large geographic area. PCs can send Ally.1 to Location.3 to help secure it off camera and so on while they go focus on their own objectives.

Give them a DC you feel appropriate, like DC10 and DC -2 for each additional ally sent to same location or something.

Whybird
Aug 2, 2009

Phaiston have long avoided the tightly competetive defence sector, but the IRDA Act 2052 has given us the freedom we need to bring out something really special.

https://team-robostar.itch.io/robostar


Nap Ghost
I would go with:
- the enemy has a bunch of different forces -- the giant, wolf riders, a shaman and their undead, etc etc
- the PCs can make rolls to find out where each is being deployed, and get to pick which front each of their groups of allies is fighting on
- over the course of the battle, a load of flashpoints show up where the other army has come up with a sneaky way to overcome one of the PCs' groups of allies and the PCs (or some of them) have to swoop in and save the day. The intervention might be easier or harder depending on where the PCs deployed different groups of their allies, and also the deployment choice might affect a bunch of secondary goals too.

TooMuchAbstraction
Oct 14, 2012

I spent four years making
Waves of Steel
Hell yes I'm going to turn my avatar into an ad for it.
Fun Shoe
I'm just making poo poo up, but you could make up "characters" that are really squads or platoons of units. Like, a "goblin skirmisher" squad might have X HP, a strength of Y, etc. Also let the players jam some extra units onto their PCs to augment those stats, so e.g. if the cleric chooses to lead a squad of angry townsfolk, they get bonuses to their HP and Strength but not their Magic because townsfolk aren't magical.

In effect what this does is consolidate all of the many units in the opposing armies down into a smaller, more manageable number, plus let the PCs feel like they're getting super powers through leading their allies, because the allies boost their stats.

During the battle, you can then do stuff like say "okay, this squad over here is struggling, it looks like they're going to break soon" and let one of the PCs run over and rally the forces there, glomming them into the PC's squad.

Squidster
Oct 7, 2008

✋😢Life's just better with Ominous Gloves🤗🧤
I had a large scale combat recently where each PC had a support squad of 4 henchies. The PC could order the squad to either boost a player action with a +4 modifier, or do a separate action with a generic +4. While attached to the PC, they acted as a temporary HP boost, and their modifier was reduced each time a henchie died. Enemy squads worked the same way; a single memorable large villain and a squad of mooks.

The players got pretty attached to their nameless sidekicks, and it created a good Helm's Deep feeling when the dust cleared, and only a handful of wounded survivors remained. The surviving henchies got promoted with names and ranks to became recurring cast. After all, they survived the Battle of Lyon together.

sebmojo
Oct 23, 2010


Legit Cyberpunk









Squidster posted:

I had a large scale combat recently where each PC had a support squad of 4 henchies. The PC could order the squad to either boost a player action with a +4 modifier, or do a separate action with a generic +4. While attached to the PC, they acted as a temporary HP boost, and their modifier was reduced each time a henchie died. Enemy squads worked the same way; a single memorable large villain and a squad of mooks.

The players got pretty attached to their nameless sidekicks, and it created a good Helm's Deep feeling when the dust cleared, and only a handful of wounded survivors remained. The surviving henchies got promoted with names and ranks to became recurring cast. After all, they survived the Battle of Lyon together.

Yah this is the way, using dice to represent forces is also a decent abstraction.

cargohills
Apr 18, 2014

Have you ever played the Fantasy Flight Star Wars RPG? That has a cool system where the weakest enemies (called Minions), like Stormtroopers, group together to pool their HP and boost their skills. It works quite similarly to Squidster's suggestion, as the group will also become less powerful as its members die, but the system didn't require them to be attached to a boss enemy. Might take a bit to adapt it to a D&D system though.

Midig
Apr 6, 2016

Ok. So I finally decided on having a necromancer plot. My characters are level 4. The initial idea is that a necromancer is trying to become something similar to a lich. He is filling a phylactery with souls and raising the dead. He is doing this because he of course fears death. In my universe, necromancy is broadly feared, therefor churches do not bury bodies alive. The PCs were sent out to fight an Owlbear in the forest due to disappearances. This was to give them loot and give one of the players a connection to his wolf (buffing its stats for combat is probably fitting).

Unknown to the players, the necromancer asked someone to release that creature to remove any suspicion of his handywork. After the PCs defeat the owlbear, he abducts the bodies of those it killed before. The noble families will wonder where the bodies are and pay the PCs further to find them. The necromancer has a friend in town, who used to dabble in the occult like he did, but who abandoned that lifestyle. He was in hiding until recently, as his correspondence with his friend stopped, he visited the town to try and reason with him. He might ask the PCs to investigate the necromancer lair out of town but might betray the PCs due to his strong friendship with the necromancer.

The necromancer also made a mistake, however. His own brother, who took care of him when his illness set, discovered his goals. The necromancer killed his brothers wife first. Before he could finish his brother, he jumped into a river and cried out to Bhaal, god of death. He was ressurrected as a revenant. He is seeking to kill his brother, but knows he cannot do it alone. He might hang around outside the church at night. He might also contact the PCs through a sending stone. The PCs got the first sending stone in their possession after fighting the owlbear around the camp. But I have yet to decide who it is that it leads to. I think the sending stone idea is cool because it might make the PCs wonder who this person is and if they can trust them or not.

The general theme is going to be different outlooks on death. Such as defying death, embracing death, being alive but not living and of course revenge.

Midig fucked around with this message at 23:31 on Aug 20, 2020

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sebmojo
Oct 23, 2010


Legit Cyberpunk









That sounds ok, if maybe a little overplotted, but I guess there's plenty of room to move it in response to player actions. What happens if the players do nothing?

sebmojo fucked around with this message at 00:18 on Aug 21, 2020

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