Heroes of Battle - 3.5e

Page 48

Allied Forces: This mission requires a degree of stealth, so the PCs are given a squad of elf commandos, led by a 5th-level captain, to assist in the mission.

CHAPTER 3

BATTLEFIELD ENCOUNTERS

• Elf sniper captain (page 146) • 10 elf commandos (page 146) Enemy Forces: The enemy has two emplacements, each one containing four heavy catapults (Dungeon Master’s Guide page 99). Two platoons of orc warriors are dedicated to protecting the artillery, and they assist a squad of orc engineers with the catapult operations. The warriors are led by an orc captain and his two sergeant underlings. A squad of ogres has been recruited to help move catapult ammunition. At night, the enemy is resting but wary. Ten orcs and an ogre are assigned patrol or watch duty at any given time, and the patrols rotate every 2 hours. The rest of the orcs have set up camp about 50 feet behind the catapults; usually half of them are sleeping while the other orcs cavort about small bonfires. • • • • •

1 orc captain (page 152) 2 orc sergeants (page 152) 40 orc regulars, hp 5 each (Monster Manual page 203) 10 orc engineers (page 152) 5 ogres (Monster Manual page 199)

Terrain Features: Each emplacement is surrounded on three sides by a rampart, atop which is a wooden parapet.

The four catapults in each emplacement are lined up along the forward-facing rampart. The ground between the emplacements and the camp is clear of undergrowth, as is the ground for 60 feet in each direction from the camp and emplacements. Tactics: Two groups of 4 orcs each patrol the perimeter of the camp, each group assigned to monitor one of the emplacements. The other 2 orcs on guard duty are stationed atop the rampart, watching for nighttime assaults. The patrolling ogre is normally found near a set of catapults, trying (unsuccessfully) to stack rocks for optimal loading speed. If the PCs are stealthy, they might not rouse any of the main force. Any orc or ogre that is attacked will yell out unless the foe is taken down with a single quick strike or measures are taken to prevent the sound from traveling. The sounds of combat or screaming orcs will bring the patrolling orcs within 3 rounds. The nearby camp will sound the alarm, begin waking all sleepers, and prepare for battle. Five rounds after the alarm is sounded, a platoon of 20 orcs starts marching (two move actions per turn) toward any combat. The ogres follow 3 rounds later, and the rest of the orcs 2 rounds after that. Within minutes after the start of any major combat, a contingent of orc scouts and warriors arrives to determine the cause of the noise. The whole orc army will be roused, and more orcs start pouring into the area. Stealthy PCs, and the elf commandos, should be able to evade the orc troops by staying hidden and moving silently, perhaps drawing the orcs toward one emplacement while they disable the catapults in the other. A heavy catapult is primarily made of wood (hardness 5, 60 hit points). Aftermath: The PCs are successful if they destroy or disable at least four of the catapults. Any catapults sabotaged with the Disable Device skill could be fixed by any surviving orc engineers with a DC 20 Craft (siege engine) check, but repairing a single catapult takes 1d6 hours, so the weapons might not be repaired before the dawn assault. Catapults that were destroyed cannot be repaired before the upcoming battle. The orcs won’t pursue fleeing foes further than 150 feet from the emplacements. Scaling This Encounter: For parties of 4th-level characters, remove the squad of ogres. For parties of 8th level, replace the ogres with ogre brutes (page 146) and have the orc patrols stay near the catapult emplacements, with a pair of lightning ballistae (page 136) mounted on the ramparts.

PRISONER EXCHANGE (6TH)

48

The prince, taken prisoner during a recent raid, is being ransomed by his abductors. In addition to a chest filled with 10,000 gold pieces, the ransom calls for an exchange of prisoners. The queen tells the PCs they are the only people she can trust with this mission. She asks


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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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