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Interesting Encounters: The Battle for Skullport

Interesting encounters are short descriptions of encounters that GMs can use to build on.  They combine unique aspects of different types of foes, terrain, skill checks, weather, combat, etc in order to provide more unique challenges than hit monster; repeat.

It is sometimes very challenging to get lower level characters engaged in a way that feels epic. This interesting encounter is putting some moderately leveled (5E level 7-ish) characters in the middle of a huge battle. This battle is designed to make the PCs actions determine the outcome of the battle. It is also designed to feel epic and balanced.

This particular battle takes place in Skullport in the Forgotten Realms, however, by replacing the foes with equivalents, it could really be a battle in almost any setting. Skullport is a city of ill repute that bridges the surface worlds and the Underdark in the realms. Unfortunately, in this scenario, it has been assaulted by an army of warforged and the PCs needs to help take it back.

The battlefront for this scenario is a coast line in a shallow bay. 50 Foot war golems, melee and ranged warforged groups, and warforged cannon groups line the coastline. In order to succeed, the party needs to destroy all of these foes, because in this case, they aren't backing down. (If you replace them with another foe, retreat may become an option, of course.)

The party is attacking from a battleship with advanced weapons. In my version the advanced weapons are cannons, but that can certainly be varied based on the setting. The plan is for the party to fire off colored magic flares at targets, and the battleship will attack those locations. The party is splitting up. Each PC gets a longboat with around 10 allied fighters of lower level. The PCs need to guide the longboats ashore and then engage in melee and ranged combat combat.

Because the allies are of lower level than the PCs, the PC special features can still do significantly higher damage than the group of allies. The PC controls both, giving them some flexibility.

There are a number of points of danger. The war golems can easily crush the incoming PC-controlled forces. The enemy cannons can also easily devastate the PC-controlled forces, as well. To give the PCs some maneuvering room, I added a lot of cover for the PCs to use to hide (along with their troops). The melee and ranged warforged forces are going to be gunning for the PCs. I used a very large battlefield to give the PCs (and their forces) time/space to move away/towards their enemies of choice. This is important, because if two groups of enemies engage them at once, they will be greatly outnumbered.

The war golems, if the PCs choose wisely, should stay focused on the battleship, wade out into the water to pummel it (where they are slowed by deeper water), and hopefully get obliterated by the battleship's advanced weapons.  This doesn't stop the battleship from getting severely damaged during the battle by the land-based enemy cannons. Make sure you give the PCs direct information on how badly damaged the battleship is to increase the tension.

The strategy that the PCs should quickly figure out is to bring the longboats under as much cover as possible, then sneak into range, and attempt to capture the enemy cannons. Enemy melee and ranged forces will complicate this, but once they get some cannons, they can either assist the battleship or take out enemy warforged on the shore.

When the PC and their group of allies get hit by normal damage, kill off their allies one by one. The dwindling number will feel very dramatic. However, when the party gets hit by area effects, like perhaps spells, make sure you damage the PCs too. The fear should always be that the PCs will end up as a lone target with no allies.

As the battle play out, if well-balance, it should feel very tense in the beginning, turn into hopelessness as the battleship approaches destruction, and then feel like joyous success as the PCs take the land-cannons and turn the tide. This will add a lot to the epic feel of the battle.

For more thoughts on how to run large battles, take a look at this article discussing a nice mathematical way of handling it.

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