Heroes of Battle - 3.5e

Page 49

Enemy Forces: The ambush consists of ogres and gnolls led by an ogre brute. • 1 ogre brute (page 146) • 3 ogres (Monster Manual page 199) • 6 gnolls (Monster Manual page 130) Terrain Features: The ambush takes place in a small clearing in a deciduous forest at night. The PCs’ campfire, if they have one, provides illumination in a 20-foot radius.

CHAPTER 3

• 4 human elite soldiers (page 143)

BATTLEFIELD ENCOUNTERS

them to safeguard the ransom and the prisoner—an unruly ogre mage—to the rendezvous point, a clearing in neutral territory two day’s ride away through a nearby forest. If the PCs are expecting an ambush at the rendezvous point, they’re wrong. The ambush happens the first night. Just as the PCs are bedding down to sleep, they are attacked by ogres and gnolls. Character Level: This encounter is designed for characters of 6th level. Objectives: Primary: Get the prince back to friendly territory. Secondary: Deliver the ogre mage safely to the rendezvous point. Allied Forces: The queen provides an additional escort from her elite guards to help safeguard the gold and the prisoner.

Characters with normal vision cannot see past the edge of the firelight. Characters with low-light vision can see an additional 20 feet past the illuminated area. Characters with darkvision (which includes all the enemy forces) can see out to 60 feet during the encounter no matter where they are. Tactics: The gnolls and ogres swarm the camp and engage the PCs and their elite guard escort while the barbarian ogre leader attempts to slip in and release the ogre mage during the confusion. The ogre mage is in no shape to fight; if freed, she simply attempts to flee. PCs on guard duty who succeed on an opposed Listen check (against the enemy’s party’s Move Silently check) receive 2 rounds of preparation prior to the attack. Characters who succeed on an opposed Spot check (against the enemy party’s Hide check) receive 1 round of preparation. Aftermath: If the PCs defeat the ogres and gnolls without losing their ogre mage prisoner, they can continue on to the prisoner exchange as planned, which goes off without a hitch (the ogres are now cowed by the group’s prowess). If the ogre mage or the chest of gold (or both) are lost during the ambush, the PCs can either try to recover the lost goods or try to rescue the prince on their own. If they chopose the latter course, see Get ’em Out Alive! (page 51) and scale as necessary for your group. Scaling This Encounter: Against a 4th-level group assisted by 2 elite soldiers, the ambush consists of 2 ogres and 6 gnolls. Against an 8th-level group assisted by 4 elite soldiers and a human sniper major (page 143), the ambush consists of 1 ogre mage (Monster Manual page 200), 3 ogre brutes, and 6 ogres.

LEFT BEHIND (8TH)

The PCs are part of an advance scouting force consisting of regulars, archers, and scouts, when an avalanche or other event cuts off the passage back to the primary force. A sending spell informs the PCs that the army will take the long way around, and meet up with them in two days. In the meantime, the lich leader of the Unliving Legion has scryed the location of the advance force and sent a strike force of ghouls and ghasts to deal with them. If that attack fails, the lich sends a horde of undead, led by clerics of Nerull, to finish off the intruders. Character Level: This encounter is designed for a party of 8th-level characters. Objectives: Primary: Repel the attacks by the undead horde. Secondary: Keep at least half of the troops alive until the rest of the army rejoins them. Allied Forces: The advance force is a platoon consisting of a scout squad of elf commandos with their own sergeant, a squad of human soldiers, and a squad of human snipers. Each human squad is led by a sergeant and has a pair of human cleric corporals.

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Articles inside

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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