Showing posts with label Formations. Show all posts
Showing posts with label Formations. Show all posts

Sunday, 1 May 2016

Dungeon Master: Necromancer Cult Formation

I've did it before, so I'll do it again. This time it'll be a group of death cultists and their leaders. Hopefully someone will find of use and even if they don't, I'll probably use it somewhere.

Composition
8 Cultists
1 Acolyte (Bless, Cure Wound, Inflict Wound) *

* Can be increased to 2 if greater challenge is needed.
** Find stats for both here.


Tactics

The cultists will swarm hostile targets and attack until they get other orders. The leaders will try to keep their cultists alive but also keep one spell slot in reserve for an inflict wound. Using the screen of their cultists it allows the acolyte leaders to come within range. If the fight is clearly lost, the acolytes will try to escape while leaving their cultists to hold up the enemy. They could also try to gather reinforcements and come back if such an option presents itself.

Size

The size of the cult should be planned ahead of time, I think, as well as the type of cult. Doing so allows for possible reinforcements to be planned as well as story points. The loss of part of a larger cult could result in hunting parties to find out what happened, who did it and to avenge the loss. It also helps determine the role of the cult in a campaign. A small one may play a small role in one particular part. A bigger cult could provide for resistance through the entire campaign.

Relationships

One cult could have good or bad relations with another or with established and well accepted religions. This could mean that the players gain unexpected allies through their conflict with the cultists. They could also gain unexpected enemies in the same way. This could be more complicated as well. A group may be against the cultists, but also against the players because of how they handled the situations they encountered the cultists in. The loss of an acolyte could also set plans back days, weeks, or even months depending on the importance of the figure.

Things Not Going as Planned

Decide before hand if the group is so devoted to their cause that they will not retreat, or if they will retreat if their leader(s) are killed. When this occurs, they will retreat without any roll being made. Otherwise, they will continue to push forward unless an order made by their leader(s) tells them otherwise. Depending on the kind of cult, the leader may be the most important consideration. In other cases, a particular item could be fallen back to and defended instead (in such a case, the leader would be less important than the goal of the group).  

Sunday, 24 April 2016

Dungeon Master: Guard Formation

It's nice to have some NPC groups that can be dropped in to games for combat purposes or to draw up intrigue in location. For this reason I hope to provide one more that people can use.

Composition
16 Guards
1 Wizard (see defense wizard or scroll wizard) or noble**

* Can be modified to be higher level if party is in need of bigger challenge. Guards can be replaced or supplemented with some knights as well.
** All stats available from basic rules or SRD.


Tactics

If under attack, the guards will form a protective square 5 guards wide on each side. If they are reasonably sure they know where the attack is coming from, they can shrink the square to 4 guards wide and put the remaining 6 guards on the side they think the attack is coming from. If they are almost completely sure they know what direction they are being attacked, they can commit completely to one side and form a 3 guard deep and 4 guard wide formation in front (there may be 5 foot gaps in case of fireballs and similar spells) of their wizard with the 4 remaining blocking line of sight to the flanks of the wizard/noble. The VIP will move as far as possible from the apparent danger while still being inside the formation. Their choice of tactic (counter attack attackers or fall back) will depend on the situation. They may even choose to split the guards in order to stall for the escape of the wizard or noble.

Things Not Going as Planned

If the wizard dies first, the loyal guards will try to drag the body back. This could be for a variety of reasons: loyalty, to ensure body is fine for proper burial, they may be only wounded instead of dead (using optional wounding rules for NPCs just like for players), or they may try to raise them using magic. The idea is that while not as well trained in fighting as a knight, the guards are loyal and will fight to protect their wizard or noble. However, the Dungeon Master could decide they are not as reliable and may flee if things don't go well. Roll a D20 when half or more of the guards are dead or incapacitated. If the roll is 12 or higher, they flee (first half, then the other when they realize they were abandoned). They may also flee if their wizard or noble is killed.