Heroes of Battle - 3.5e

Page 13

CHAPTER 1

THE WAR CAMPAIGN

What happens to the rest of the war while the PCs are experience points between all their characters, award full busy on side quests or taking a long furlough? Unlike a experience points to all characters, or award experience dungeon, where the monsters are somewhat contained only to those characters that actually participated during and conditions aren’t as likely to change when the PCs the game session that just ended. There are pros and cons to each system. Awardrest for a day or a week, the course of a war can and ing partial experience to all characters slows down should change constantly as forces advance or retreat, major battles are won or lost, and conditions shift on everyone’s advancement. Awarding full experience lets the battlefield. characters advance faster, but players have to update You can handle this problem in a number of ways. First, two or more characters much more often. Awarding you can keep track of the ebb and flow of the war during experience normally (only to the characters who pardowntime and then bring the PCs up to speed on any ticipated) will allow for normal advancement of the changes when they return. If you want to, you can use the played characters but will ultimately result in a group downtime to make changes to the campaign, which can with PCs of many different levels, making it hard to affect future scenarios. create encounters that work for all characters present For example, if the PCs are behind enemy lines working at a session. with the resistance, they might be cut off from information The other problem comes when the group is sent off about what’s happening on the home front. They could on long missions well away from its base of operations. return from their mission only to find the enemy has taken When this happens, players are pretty much stuck with their master’s castle and thrown the ruler in the dungeon. the characters that make the initial trip unless you can Now the PCs must rescue the king and begin a rebellion find some plausible way for characters to switch in the to overthrow the new regime. middle of an adventure. If you’re not ready for such a major change in your However, running multiple characters can be a lot of fun for both the DM and the players. It gives players the chance campaign, you can simply chart the course of major battles (either through die rolls, deduction based on military to try out different kinds of characters from the ones they factors such as force size and position, or simply decidnormally play, gives the group more specialists to draw ing for yourself) and then make subtle changes based on upon for specific missions, provides some ready NPCs for those outcomes. you when you need a hostage the characters care about or Not every DM will want the headache of keeping track a messenger that they will trust, and allows characters to of changing conditions, though, and some players don’t take downtime whenever they need it without impacting deal well with changes that are out of their control. There the flow of the game or the war. are a few ways for you to halt the action without the tactic seeming artificial. ADVENTURING OFF For example, there can be a lull in the fighting, which THE BATTLEFIELD gives the PCs an opportunity for a rest while the two While constant battling is a great source of experience points, it can wear down the PCs and become almost forces regroup. The enemy could suffer a devastating loss, forcing their military to retreat until they can get monotonous. In addition, not every character is a fighter. reinforcements. Or the war can grind to a standstill, with Many players enjoy roleplaying as much as, if not more both forces so entrenched that neither side can make than, combat. They prefer skills, feats, and spells that help them unravel mysteries or deal with NPCs in ways that any significant advances. There could even be a timely truce called while the leaders discuss terms for ending don’t involve a sword. It is up to you to make sure that the hostilities. Winter weather or the rainy season can set every PC gets a chance to shine within the game, and in, making it impossible to continue fighting until better to provide obstacles that give characters a chance to use weather returns. noncombat abilities. Any of these ideas can give PCs ample downtime The rest of this section contains ideas to help you create without the need for you to chart the continuing course adventures away from the battlefield for the PCs. Simply of the war during the break. And these are natural interflesh these out or use them to jump start your creative ruptions that a real war might have, so it won’t seem juices and come up with your own. Either way, don’t odd that nothing happens while the PCs are resting forget to provide characters with opportunities to use or researching. their noncombat skills. Another way to give PCs some downtime without interfering with the flow of the campaign is for each player to Noncombat Scenario Ideas run multiple characters. This system allows players to swap Here are scenarios for war-based campaigns that don’t necessarily center on combat. characters anytime one of their characters needs a rest or Intelligence Gathering: A new enemy is massing wants to do some out-of-game activities. However, this can be a major scheduling and record-keeping headache for troops, or perhaps the current enemy has been recruiting both you and the players. allies and that force is on the move. The general needs upFor one thing, you have to decide how unplayed to-date intelligence about troop movements, the strength characters advance. You can either force players to split of the new foe, and the terms of the alliance that can be

13


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War Mastiff

4min
pages 157-158

Rainbow Crow

4min
page 155

Luna Moth

4min
page 154

Magic Siege Engines

3min
page 133

Standards

4min
page 132

Terrain Alteration

2min
page 122

Teamwork Benefit Descriptions

18min
pages 117-120

Legendary Leader

22min
pages 107-111

War Weaver

13min
pages 112-114

Dread Commando

17min
pages 103-106

The Team Roster

5min
page 116

Teamwork Benefits

4min
page 115

Battlefield Award Summary

3min
page 92

Promotions

2min
page 91

Victory Points

4min
page 78

The Rally Check

7min
pages 73-74

XP in Supported Encounters

4min
page 62

Volley of Arrows

3min
page 68

Tanar’ric Horde

2min
page 57

Pelarch’s Unliving Legion

6min
pages 55-56

Baatezu Brigade

2min
page 58

Get ’em Out Alive! (10th

7min
pages 51-52

Take Out the Trebuchet (8th

3min
page 50

Left Behind (8th

3min
page 49

Chapter 3: Battlefield Encounters

2min
page 45

Destroy Artillery (6th

3min
page 47

Random Encounters

10min
pages 43-44

Prisoner Exchange (6th

3min
page 48

When Things Go Off the Chart

4min
page 42

Earthworks

5min
page 35

Other Hazards

4min
pages 36-37

Adventuring off the Battlefield

8min
pages 13-14

Think Big/Play Small

5min
page 6

The Course of Events

5min
page 20

Chapter 2: Building Adventures

2min
page 17

Strategic Downtime

5min
page 12

Treasure in a War Campaign

8min
pages 10-11

Encounter Pacing

10min
pages 22-23

Barriers and Obstacles

10min
pages 32-34
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