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Prisoner Exchange (6th
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.
• Elf sniper captain (page 146) • 10 elf commandos (page 146)
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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)
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