Heroes of Battle - 3.5e

Page 51

Enemy Forces: To reach the trebuchet, the group must fight through a squad of defenders and then take on the catapult’s crew. They must then deal 200 points of damage to the trebuchet to destroy it.

CHAPTER 3

Terrain Features: The terrain around the duke’s keep is rolling fields dotted by clumps of trees. A river flowing down from the distant hills stands between the battalion and the horde. Tactics: The general’s troops keep the majority of the humanoid army occupied while the PCs and the elite infantry squad try to get to the trebuchet. Alternatively, the PCs could attempt to use stealth if they arrive at night or decide to wait until after dark to make their attack. The general will advise against waiting, however, and there is a 5% cumulative chance per hour that the trebuchet will breach the keep walls before nightfall. The defenders will fight to the death to protect the trebuchet. If the general’s troops begin to lose ground, more squads can come to the aid of the siege engine.

BATTLEFIELD ENCOUNTERS

Squad: • 8 bugbears (Monster Manual page 29) • 8 ogres (Monster Manual page 199) • 2 ogre brutes (page 146) Trebuchet Crew: • 4 bugbears (Monster Manual page 29) • 2 ogres (Monster Manual page 199) • 2 ogre brutes (page 146)

Aftermath: If the group succeeds in destroying the trebuchet, they can then help the general rout the rest of the enemy forces (with the aid of the duke’s soldiers, who can mount a sortie from the keep once the threat to the walls has been eliminated). If the PCs fail, the trebuchet smashes a hole in the wall of the keep and the horde pours through, taking the keep, massacring the defenders, and capturing the duke quickly thereafter. The general might be forced to withdraw, and the duke will have to be ransomed back (see Get ’em Out Alive, below, and scale as necessary). Alternatively, the PCs might be able to talk the general into letting them try to take the keep back through subterfuge, using a secret entrance situated within a grove of trees nearby to infiltrate the fallen keep. Scaling This Encounter: For a 2nd-level group, the general provides a small infantry squad of 5 human regulars (page 142) and 1 human cleric corporal (page 142). The enemy horde is protecting a light mangonel, which takes 100 points of damage to destroy. Defenders: 6 goblins (Monster Manual page 133), 6 hobgoblins (Monster Manual page 153), 2 bugbears (Monster Manual page 29). Mangonel Crew: 2 hobgoblins (Monster Manual page 153), 1 bugbear (Monster Manual page 29), For a 5th-level group, the general provides a small squad of elite troops: 5 human elite soldiers (page 143) and 1 human cleric lieutenant of 4th level (page 142). The enemy is protecting a heavy mangonel, which takes 150 points of damage to destroy. Defenders: 8 bugbears (Monster Manual page 29) and 4 ogres (Monster Manual page 199). Mangonel Crew: 4 ogres (Monster Manual page 199) and 1 ogre brute (page 146) For an 11th-level group, the general provides a small elite officer unit made up of some of her best soldiers: 5 human sniper majors (page 143) and 1 human soldier colonel (page 144). The enemy is protecting a great trebuchet, which takes 300 points of damage to destroy. Squad: 10 ogres (Monster Manual page 199), 4 ogre brutes (page 146), 2 ogre mages (Monster Manual page 200). Great Trebuchet Crew: 8 ogres (Monster Manual page 199) and 3 ogre brutes (page 146).

GET ’EM OUT ALIVE! (10TH)

Intelligence has determined that the duke and a small number of POWs are being held in a makeshift enemy camp in the hills on the other side of a nearby forest. It is believed the duke will soon be moved to a more secure location, so the PCs must act now if they wish to rescue him. To further entice the characters to perform this mission, let it be known that one of the PC’s siblings was with the prince when he was taken prisoner. Character Level: This encounter is designed for characters of 10th level.

51


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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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